[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





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