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https://github.com/panda3d/panda3d.git
synced 2025-09-30 08:44:19 -04:00
bullet: improve performance of adding geometry to BulletTriangleMesh
This commit is contained in:
parent
560fd4eb3d
commit
652f2d7f21
@ -76,6 +76,7 @@ class btStaticPlaneShape;
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class btStridingMeshInterface;
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class btTransform;
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class btTranslationalLimitMotor;
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class btTriangleIndexVertexArray;
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class btTriangleMesh;
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class btTypedConstraint;
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class btTypedObject;
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@ -197,7 +197,7 @@ transform_changed() {
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_soft->scale(new_scale);
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}
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_sync = ts;
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_sync = move(ts);
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}
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}
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@ -14,19 +14,9 @@
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/**
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*
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*/
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INLINE BulletTriangleMesh::
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~BulletTriangleMesh() {
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delete _mesh;
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}
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/**
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*
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*/
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btTriangleMesh *BulletTriangleMesh::
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INLINE btStridingMeshInterface *BulletTriangleMesh::
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ptr() const {
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return _mesh;
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return (btStridingMeshInterface *)&_mesh;
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}
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/**
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@ -34,7 +24,6 @@ ptr() const {
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*/
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INLINE ostream &
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operator << (ostream &out, const BulletTriangleMesh &obj) {
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obj.output(out);
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return out;
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}
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@ -23,150 +23,231 @@ TypeHandle BulletTriangleMesh::_type_handle;
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*
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*/
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BulletTriangleMesh::
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BulletTriangleMesh() {
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_mesh = new btTriangleMesh();
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BulletTriangleMesh()
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: _welding_distance(0) {
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btIndexedMesh mesh;
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mesh.m_numTriangles = 0;
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mesh.m_numVertices = 0;
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mesh.m_indexType = PHY_INTEGER;
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mesh.m_triangleIndexBase = nullptr;
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mesh.m_triangleIndexStride = 3 * sizeof(int);
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mesh.m_vertexBase = nullptr;
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mesh.m_vertexStride = sizeof(btVector3);
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_mesh.addIndexedMesh(mesh);
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}
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/**
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*
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* Returns the number of triangles in this triangle mesh.
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*/
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int BulletTriangleMesh::
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get_num_triangles() const {
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return _mesh->getNumTriangles();
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return _indices.size() / 3;
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}
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/**
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*
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* Used to reserve memory in anticipation of the given amount of vertices and
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* indices being added to the triangle mesh. This is useful if you are about
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* to call add_triangle() many times, to prevent unnecessary reallocations.
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*/
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void BulletTriangleMesh::
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preallocate(int num_verts, int num_indices) {
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_mesh->preallocateVertices(num_verts);
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_mesh->preallocateIndices(num_indices);
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_vertices.reserve(num_verts);
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_indices.reserve(num_indices);
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}
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/**
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* Adds a triangle with the indicated coordinates.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_triangle(const LPoint3 &p0, const LPoint3 &p1, const LPoint3 &p2, bool remove_duplicate_vertices) {
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nassertv(!p0.is_nan());
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nassertv(!p1.is_nan());
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nassertv(!p2.is_nan());
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_mesh->addTriangle(
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LVecBase3_to_btVector3(p0),
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LVecBase3_to_btVector3(p1),
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LVecBase3_to_btVector3(p2),
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remove_duplicate_vertices);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numTriangles++;
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if (!remove_duplicate_vertices) {
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unsigned int index = _vertices.size();
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_indices.push_back(index++);
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_indices.push_back(index++);
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_indices.push_back(index++);
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_vertices.push_back(LVecBase3_to_btVector3(p0));
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_vertices.push_back(LVecBase3_to_btVector3(p1));
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_vertices.push_back(LVecBase3_to_btVector3(p2));
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mesh.m_numVertices += 3;
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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} else {
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_indices.push_back(find_or_add_vertex(p0));
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_indices.push_back(find_or_add_vertex(p1));
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_indices.push_back(find_or_add_vertex(p2));
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}
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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* Sets the square of the distance at which vertices will be merged
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* together when adding geometry with remove_duplicate_vertices set to true.
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*
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* The default is 0, meaning vertices will only be merged if they have the
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* exact same position.
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*/
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void BulletTriangleMesh::
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set_welding_distance(PN_stdfloat distance) {
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_mesh->m_weldingThreshold = distance;
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_welding_distance = distance;
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}
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/**
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*
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* Returns the value previously set with set_welding_distance(), or the
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* value of 0 if none was set.
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*/
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PN_stdfloat BulletTriangleMesh::
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get_welding_distance() const {
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return _mesh->m_weldingThreshold;
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return _welding_distance;
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}
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/**
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* Adds the geometry from the indicated Geom from the triangle mesh. This is
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* a one-time copy operation, and future updates to the Geom will not be
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* reflected.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_geom(const Geom *geom, bool remove_duplicate_vertices, const TransformState *ts) {
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nassertv(geom);
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nassertv(ts);
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LMatrix4 m = ts->get_mat();
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// Collect points
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pvector<LPoint3> points;
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CPT(GeomVertexData) vdata = geom->get_vertex_data();
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size_t num_vertices = vdata->get_num_rows();
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GeomVertexReader reader = GeomVertexReader(vdata, InternalName::get_vertex());
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while (!reader.is_at_end()) {
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points.push_back(m.xform_point(reader.get_data3()));
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}
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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// Convert points
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btVector3 *vertices = new btVector3[points.size()];
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if (!remove_duplicate_vertices) {
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// Fast path: directly copy the vertices and indices.
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mesh.m_numVertices += num_vertices;
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unsigned int index_offset = _vertices.size();
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_vertices.reserve(_vertices.size() + num_vertices);
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int i = 0;
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pvector<LPoint3>::const_iterator it;
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for (it=points.begin(); it!=points.end(); it++) {
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LPoint3 v = *it;
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vertices[i] = LVecBase3_to_btVector3(v);
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i++;
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}
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if (ts->is_identity()) {
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while (!reader.is_at_end()) {
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_vertices.push_back(LVecBase3_to_btVector3(reader.get_data3()));
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}
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} else {
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LMatrix4 m = ts->get_mat();
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while (!reader.is_at_end()) {
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_vertices.push_back(LVecBase3_to_btVector3(m.xform_point(reader.get_data3())));
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}
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}
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// Add triangles
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for (int k=0; k<geom->get_num_primitives(); k++) {
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for (int k = 0; k < geom->get_num_primitives(); ++k) {
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CPT(GeomPrimitive) prim = geom->get_primitive(k);
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prim = prim->decompose();
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CPT(GeomPrimitive) prim = geom->get_primitive(k);
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prim = prim->decompose();
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if (prim->is_of_type(GeomTriangles::get_class_type())) {
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int num_vertices = prim->get_num_vertices();
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_indices.reserve(_indices.size() + num_vertices);
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mesh.m_numTriangles += num_vertices / 3;
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for (int l=0; l<prim->get_num_primitives(); l++) {
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GeomVertexReader index(prim->get_vertices(), 0);
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while (!index.is_at_end()) {
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_indices.push_back(index_offset + index.get_data1i());
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}
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}
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}
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int s = prim->get_primitive_start(l);
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int e = prim->get_primitive_end(l);
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} else {
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// Collect points
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pvector<LPoint3> points;
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points.reserve(_vertices.size() + num_vertices);
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nassertv(e - s == 3);
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if (ts->is_identity()) {
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while (!reader.is_at_end()) {
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points.push_back(reader.get_data3());
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}
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} else {
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LMatrix4 m = ts->get_mat();
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while (!reader.is_at_end()) {
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points.push_back(m.xform_point(reader.get_data3()));
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}
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}
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btVector3 v0 = vertices[prim->get_vertex(s)];
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btVector3 v1 = vertices[prim->get_vertex(s+1)];
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btVector3 v2 = vertices[prim->get_vertex(s+2)];
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// Add triangles
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for (int k = 0; k < geom->get_num_primitives(); ++k) {
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CPT(GeomPrimitive) prim = geom->get_primitive(k);
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prim = prim->decompose();
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_mesh->addTriangle(v0, v1, v2, remove_duplicate_vertices);
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if (prim->is_of_type(GeomTriangles::get_class_type())) {
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int num_vertices = prim->get_num_vertices();
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_indices.reserve(_indices.size() + num_vertices);
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mesh.m_numTriangles += num_vertices / 3;
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GeomVertexReader index(prim->get_vertices(), 0);
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while (!index.is_at_end()) {
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_indices.push_back(find_or_add_vertex(points[index.get_data1i()]));
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}
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}
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}
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}
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delete [] vertices;
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// Reset the pointers, since the vectors may have been reallocated.
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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* Adds triangle information from an array of points and indices referring to
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* these points. This is more efficient than adding triangles one at a time.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_array(const PTA_LVecBase3 &points, const PTA_int &indices, bool remove_duplicate_vertices) {
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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// Convert vertices
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btVector3 *vertices = new btVector3[points.size()];
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_indices.reserve(_indices.size() + indices.size());
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int i = 0;
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PTA_LVecBase3::const_iterator it;
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for (it=points.begin(); it!=points.end(); it++) {
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LVecBase3 v = *it;
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vertices[i] = LVecBase3_to_btVector3(v);
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i++;
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if (!remove_duplicate_vertices) {
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unsigned int index_offset = _vertices.size();
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for (size_t i = 0; i < indices.size(); ++i) {
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_indices.push_back(index_offset + indices[i]);
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}
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_vertices.reserve(_vertices.size() + points.size());
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for (size_t i = 0; i < points.size(); ++i) {
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_vertices.push_back(LVecBase3_to_btVector3(points[i]));
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}
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mesh.m_numVertices += points.size();
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} else {
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// Add the points one by one.
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_indices.reserve(_indices.size() + indices.size());
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for (size_t i = 0; i < indices.size(); ++i) {
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LVecBase3 p = points[indices[i]];
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_indices.push_back(find_or_add_vertex(p));
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}
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}
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// Add triangles
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int j = 0;
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while (j+2 < (int)indices.size()) {
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mesh.m_numTriangles += indices.size() / 3;
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btVector3 v0 = vertices[indices[j++]];
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btVector3 v1 = vertices[indices[j++]];
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btVector3 v2 = vertices[indices[j++]];
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_mesh->addTriangle(v0, v1, v2, remove_duplicate_vertices);
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}
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delete [] vertices;
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// Reset the pointers, since the vectors may have been reallocated.
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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@ -174,8 +255,7 @@ add_array(const PTA_LVecBase3 &points, const PTA_int &indices, bool remove_dupli
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*/
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void BulletTriangleMesh::
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output(ostream &out) const {
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out << get_type() << ", " << _mesh->getNumTriangles();
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out << get_type() << ", " << get_num_triangles() << " triangles";
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}
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/**
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@ -183,19 +263,39 @@ output(ostream &out) const {
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*/
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void BulletTriangleMesh::
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write(ostream &out, int indent_level) const {
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indent(out, indent_level) << get_type() << ":" << endl;
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IndexedMeshArray& array = _mesh->getIndexedMeshArray();
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for (int i=0; i < array.size(); i++) {
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const IndexedMeshArray &array = _mesh.getIndexedMeshArray();
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for (size_t i = 0; i < array.size(); ++i) {
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indent(out, indent_level + 2) << "IndexedMesh " << i << ":" << endl;
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btIndexedMesh meshPart = array.at(i);
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indent(out, indent_level + 4) << "num triangles:" << meshPart.m_numTriangles << endl;
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indent(out, indent_level + 4) << "num vertices:" << meshPart.m_numVertices << endl;
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const btIndexedMesh &mesh = array[0];
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indent(out, indent_level + 4) << "num triangles:" << mesh.m_numTriangles << endl;
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indent(out, indent_level + 4) << "num vertices:" << mesh.m_numVertices << endl;
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}
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}
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/**
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* Finds the indicated vertex and returns its index. If it was not found,
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* adds it as a new vertex and returns its index.
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*/
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unsigned int BulletTriangleMesh::
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find_or_add_vertex(const LVecBase3 &p) {
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btVector3 vertex = LVecBase3_to_btVector3(p);
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for (unsigned int i = 0; i < _vertices.size(); ++i) {
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if ((_vertices[i] - vertex).length2() <= _welding_distance) {
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return i;
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}
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}
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_vertices.push_back(vertex);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numVertices++;
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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return _vertices.size() - 1;
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}
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/**
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* Tells the BamReader how to create objects of type BulletTriangleMesh.
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*/
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@ -215,7 +315,7 @@ write_datagram(BamWriter *manager, Datagram &dg) {
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// In case we ever want to represent more than 1 indexed mesh.
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dg.add_int32(1);
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btIndexedMesh &mesh = _mesh->getIndexedMeshArray()[0];
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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dg.add_int32(mesh.m_numVertices);
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dg.add_int32(mesh.m_numTriangles);
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@ -238,22 +338,12 @@ write_datagram(BamWriter *manager, Datagram &dg) {
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const unsigned char *iptr = mesh.m_triangleIndexBase;
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nassertv(iptr != NULL || mesh.m_numTriangles == 0);
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if (_mesh->getUse32bitIndices()) {
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for (int i = 0; i < mesh.m_numTriangles; ++i) {
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int *triangle = (int *)iptr;
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dg.add_int32(triangle[0]);
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dg.add_int32(triangle[1]);
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dg.add_int32(triangle[2]);
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iptr += mesh.m_triangleIndexStride;
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}
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} else {
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for (int i = 0; i < mesh.m_numTriangles; ++i) {
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short int *triangle = (short int *)iptr;
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dg.add_int32(triangle[0]);
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dg.add_int32(triangle[1]);
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dg.add_int32(triangle[2]);
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iptr += mesh.m_triangleIndexStride;
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}
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for (int i = 0; i < mesh.m_numTriangles; ++i) {
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int *triangle = (int *)iptr;
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dg.add_int32(triangle[0]);
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dg.add_int32(triangle[1]);
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dg.add_int32(triangle[2]);
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iptr += mesh.m_triangleIndexStride;
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}
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}
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@ -287,23 +377,26 @@ fillin(DatagramIterator &scan, BamReader *manager) {
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int num_triangles = scan.get_int32();
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nassertv(scan.get_bool() == true);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numVertices = num_vertices;
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mesh.m_numTriangles = num_triangles;
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// Read and add the vertices.
|
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_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];
|
||||
}
|
||||
|
@ -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();
|
||||
|
@ -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) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user