[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19953] trunk/blender/source: BGE soft body: change welding option to disable welding check by default: speeds up shape conversion.
Benoit Bolsee
benoit.bolsee at online.be
Tue Apr 28 00:21:43 CEST 2009
Revision: 19953
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19953
Author: ben2610
Date: 2009-04-28 00:21:42 +0200 (Tue, 28 Apr 2009)
Log Message:
-----------
BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/bullet.c
trunk/blender/source/blender/makesdna/DNA_object_force.h
trunk/blender/source/blender/src/buttons_logic.c
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
Modified: trunk/blender/source/blender/blenkernel/intern/bullet.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/bullet.c 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/blender/blenkernel/intern/bullet.c 2009-04-27 22:21:42 UTC (rev 19953)
@@ -82,7 +82,7 @@
bsb->collisionflags = 0;
//bsb->collisionflags = OB_BSB_COL_CL_RS + OB_BSB_COL_CL_SS;
bsb->numclusteriterations = 64;
- bsb->welding = -4.f;
+ bsb->welding = 0.f;
return bsb;
}
Modified: trunk/blender/source/blender/makesdna/DNA_object_force.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_object_force.h 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/blender/makesdna/DNA_object_force.h 2009-04-27 22:21:42 UTC (rev 19953)
@@ -119,7 +119,7 @@
float kAHR; /* Anchors hardness [0,1] */
int collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
int numclusteriterations; /* number of iterations to refine collision clusters*/
- float welding; /* welding limit to remove duplicate/nearby vertices, 0.0000001..0.01 */
+ float welding; /* welding limit to remove duplicate/nearby vertices, 0.0..0.01 */
} BulletSoftBody;
/* BulletSoftBody.flag */
Modified: trunk/blender/source/blender/src/buttons_logic.c
===================================================================
--- trunk/blender/source/blender/src/buttons_logic.c 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/blender/src/buttons_logic.c 2009-04-27 22:21:42 UTC (rev 19953)
@@ -3104,13 +3104,10 @@
uiBlockEndAlign(block);
yco -= 20;
xco = 0;
- if (ob->bsoft->welding == 0.f)
- ob->bsoft->welding = -4.f;
+ uiDefButF(block, NUMSLI, 0, "Welding ",
+ xco, yco, 360, 19, &ob->bsoft->welding, 0.f, 0.01f, 10, 4,
+ "Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)");
- uiDefButF(block, NUMSLI, 0, "Welding(10^) ",
- xco, yco, 360, 19, &ob->bsoft->welding, -7.f, -2.f, 10, 2,
- "Threshold to remove duplicate/nearby vertices. Displayed in logarithmic scale for readability: linear values from 0.0000001 to 0.01");
-
/*
//too complex tweaking, disable for now
uiDefButF(block, NUMSLI, REDRAWVIEW3D, "kVC",
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-04-27 22:21:42 UTC (rev 19953)
@@ -1418,10 +1418,7 @@
objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
- if (blenderobject->bsoft->welding == 0.f)
- objprop.m_soft_welding = 0.0001f; /* welding */
- else
- objprop.m_soft_welding = pow(10.f,blenderobject->bsoft->welding); /* welding */
+ objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
} else
{
@@ -1461,7 +1458,7 @@
objprop.m_soft_kAHR= 0.7f;
objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
objprop.m_soft_numclusteriterations= 16;
- objprop.m_soft_welding = 0.0001f;
+ objprop.m_soft_welding = 0.f;
}
}
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2009-04-27 22:21:42 UTC (rev 19953)
@@ -1368,9 +1368,9 @@
}
}
- m_vertexArray.resize(tot_bt_verts);
+ m_vertexArray.resize(tot_bt_verts*3);
- btVector3 *bt= &m_vertexArray[0];
+ btScalar *bt= &m_vertexArray[0];
for (int p2=0; p2<numpolys; p2++)
{
@@ -1388,8 +1388,9 @@
const float* vtx = v->getXYZ();
vert_tag_array[orig_index]= false;
- bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
- bt++;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
}
}
@@ -1421,11 +1422,11 @@
}
}
- m_vertexArray.resize(tot_bt_verts);
+ m_vertexArray.resize(tot_bt_verts*3);
m_polygonIndexArray.resize(tot_bt_tris);
m_triFaceArray.resize(tot_bt_tris*3);
- btVector3 *bt= &m_vertexArray[0];
+ btScalar *bt= &m_vertexArray[0];
int *poly_index_pt= &m_polygonIndexArray[0];
int *tri_pt= &m_triFaceArray[0];
@@ -1459,20 +1460,23 @@
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++;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
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++;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
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++;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
if (poly->VertexCount()==4)
@@ -1493,8 +1497,9 @@
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++;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
}
}
@@ -1577,7 +1582,7 @@
break;
case PHY_SHAPE_POLYTOPE:
- collisionShape = new btConvexHullShape(&m_vertexArray[0].getX(), m_vertexArray.size());
+ collisionShape = new btConvexHullShape(&m_vertexArray[0], m_vertexArray.size()/3, 3*sizeof(btScalar));
break;
case PHY_SHAPE_MESH:
@@ -1594,9 +1599,9 @@
m_polygonIndexArray.size(),
&m_triFaceArray[0],
3*sizeof(int),
- m_vertexArray.size(),
- (btScalar*) &m_vertexArray[0].x(),
- sizeof(btVector3)
+ m_vertexArray.size()/3,
+ &m_vertexArray[0],
+ 3*sizeof(btScalar)
);
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
@@ -1619,12 +1624,13 @@
bool removeDuplicateVertices=true;
// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
for(int i=0; i<m_triFaceArray.size(); i+=3) {
- collisionMeshData->addTriangle(
- m_vertexArray[m_triFaceArray[i]],
- m_vertexArray[m_triFaceArray[i+1]],
- m_vertexArray[m_triFaceArray[i+2]],
- removeDuplicateVertices
- );
+ btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]];
+ btVector3 v1(bt[0], bt[1], bt[2]);
+ bt = &m_vertexArray[3*m_triFaceArray[i+1]];
+ btVector3 v2(bt[0], bt[1], bt[2]);
+ bt = &m_vertexArray[3*m_triFaceArray[i+2]];
+ btVector3 v3(bt[0], bt[1], bt[2]);
+ collisionMeshData->addTriangle(v1, v2, v3, removeDuplicateVertices);
}
indexVertexArrays = collisionMeshData;
@@ -1634,9 +1640,9 @@
m_polygonIndexArray.size(),
&m_triFaceArray[0],
3*sizeof(int),
- m_vertexArray.size(),
- (btScalar*) &m_vertexArray[0].x(),
- sizeof(btVector3));
+ m_vertexArray.size()/3,
+ &m_vertexArray[0],
+ 3*sizeof(btScalar));
}
// this shape will be shared and not deleted until shapeInfo is deleted
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2009-04-27 22:14:51 UTC (rev 19952)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2009-04-27 22:21:42 UTC (rev 19953)
@@ -161,8 +161,8 @@
btTransform m_childTrans;
btVector3 m_childScale;
void* m_userData;
- btAlignedObjectArray<btVector3> m_vertexArray; // Contains both vertex array for polytope shape and
- // triangle array for concave mesh shape.
+ btAlignedObjectArray<btScalar> m_vertexArray; // Contains both vertex array for polytope shape and
+ // triangle array for concave mesh shape. Each vertex is 3 consecutive values
// In this case a triangle is made of 3 consecutive points
std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
// original mesh that correspond to shape triangles.
@@ -173,12 +173,8 @@
void setVertexWeldingThreshold1(float threshold)
{
- m_weldingThreshold1 = threshold;
+ m_weldingThreshold1 = threshold*threshold;
}
- float getVertexWeldingThreshold1() const
- {
- return m_weldingThreshold1;
- }
protected:
static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
int m_refCount; // this class is shared between replicas
More information about the Bf-blender-cvs
mailing list