[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [26597] trunk/blender/source/gameengine: BGE: Optimize Soft body conversion: don't create BVH structure.

Benoit Bolsee benoit.bolsee at online.be
Wed Feb 3 22:41:09 CET 2010


Revision: 26597
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=26597
Author:   ben2610
Date:     2010-02-03 22:41:03 +0100 (Wed, 03 Feb 2010)

Log Message:
-----------
BGE: Optimize Soft body conversion: don't create BVH structure.

A btBvhTriangleMeshShape object is created when converting
a mesh to physics, also in case of Soft body although the
soft body will not use it (it only uses the mesh interface).

This patch keeps this system for compatibility with the
KX converter but avoids the creation of the BVH structure,
which consumes a lots of CPU. This should speed up
significantly the conversion of large mesh to softbody.

A secondary optimization is that the sharing of shapeInfo
is extended to rigid body using gImpact. Before it was
only active between static body and soft body.

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

Modified: trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp	2010-02-03 21:33:22 UTC (rev 26596)
+++ trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp	2010-02-03 21:41:03 UTC (rev 26597)
@@ -279,13 +279,15 @@
 	// we will need this to make sure that we remove the right proxy later when unparenting
 	proxyShapeInfo->m_userData = childCtrl;
 	proxyShapeInfo->SetProxy(childCtrl->GetShapeInfo()->AddRef());
-	// add to parent compound shapeinfo
+	// add to parent compound shapeinfo (increments ref count)
 	GetShapeInfo()->AddShape(proxyShapeInfo);
 	// create new bullet collision shape from the object shapeinfo and set scaling
-	btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(childCtrl->GetMargin());
+	btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(childCtrl->GetMargin(), childCtrl->getConstructionInfo().m_bGimpact, true);
 	newChildShape->setLocalScaling(relativeScale);
 	// add bullet collision shape to parent compound collision shape
 	compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape);
+	// proxyShapeInfo is not needed anymore, release it
+	proxyShapeInfo->Release();
 	// remember we created this shape
 	childCtrl->m_bulletChildShape = newChildShape;
 	// recompute inertia of parent

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp	2010-02-03 21:33:22 UTC (rev 26596)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp	2010-02-03 21:41:03 UTC (rev 26597)
@@ -97,6 +97,7 @@
 
 	bool isbulletdyna = false;
 	bool isbulletsensor = false;
+	bool useGimpact = false;
 	CcdConstructionInfo ci;
 	class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
 	class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
@@ -121,7 +122,8 @@
 	shapeInfo->m_radius = objprop->m_radius;
 	isbulletdyna = objprop->m_dyna;
 	isbulletsensor = objprop->m_sensor;
-	
+	useGimpact = ((isbulletdyna || isbulletsensor) && !objprop->m_softbody);
+
 	ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
 	
 	btCollisionShape* bm = 0;
@@ -178,24 +180,22 @@
 		}
 	case KX_BOUNDPOLYTOPE:
 		{
-			shapeInfo->SetMesh(meshobj, dm,true,false);
+			shapeInfo->SetMesh(meshobj, dm,true);
 			bm = shapeInfo->CreateBulletShape(ci.m_margin);
 			break;
 		}
 	case KX_BOUNDMESH:
 		{
-			bool useGimpact = ((ci.m_mass || isbulletsensor) && !objprop->m_softbody);
-
 			// mesh shapes can be shared, check first if we already have a shape on that mesh
-			class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false,useGimpact);
+			class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false);
 			if (sharedShapeInfo != NULL) 
 			{
-				delete shapeInfo;
+				shapeInfo->Release();
 				shapeInfo = sharedShapeInfo;
 				shapeInfo->AddRef();
 			} else
 			{
-				shapeInfo->SetMesh(meshobj, dm, false,useGimpact);
+				shapeInfo->SetMesh(meshobj, dm, false);
 			}
 
 			// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
@@ -204,7 +204,7 @@
 				shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
 			}
 
-			bm = shapeInfo->CreateBulletShape(ci.m_margin);
+			bm = shapeInfo->CreateBulletShape(ci.m_margin, useGimpact, !objprop->m_softbody);
 			//should we compute inertia for dynamic shape?
 			//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
 
@@ -218,7 +218,7 @@
 	if (!bm)
 	{
 		delete motionstate;
-		delete shapeInfo;
+		shapeInfo->Release();
 		return;
 	}
 
@@ -268,6 +268,7 @@
 				compoundShape->calculateLocalInertia(mass,localInertia);
 				rigidbody->setMassProps(mass,localInertia);
 			}
+			shapeInfo->Release();
 			// delete motionstate as it's not used
 			delete motionstate;
 			return;
@@ -284,6 +285,7 @@
 			compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
 			// now replace the shape
 			bm = compoundShape;
+			shapeInfo->Release();
 			shapeInfo = compoundShapeInfo;
 		}
 
@@ -395,6 +397,7 @@
 	ci.m_contactProcessingThreshold = objprop->m_contactProcessingThreshold;//todo: expose this in advanced settings, just like margin, default to 10000 or so
 	ci.m_bSoft = objprop->m_softbody;
 	ci.m_bSensor = isbulletsensor;
+	ci.m_bGimpact = useGimpact;
 	MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
 	ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
 	KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,isbulletsensor,objprop->m_hasCompoundChildren);
@@ -544,7 +547,8 @@
 	shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
 
 	/* create the new bullet mesh */
-	btCollisionShape* bm= shapeInfo->CreateBulletShape(spc->getConstructionInfo().m_margin);
+	CcdConstructionInfo& cci = spc->getConstructionInfo();
+	btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft);
 
 	spc->ReplaceControllerShape(bm);
 	return true;

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2010-02-03 21:33:22 UTC (rev 26596)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2010-02-03 21:41:03 UTC (rev 26597)
@@ -236,7 +236,7 @@
 			}
 		} else
 		{
-			btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
+			btTriangleMeshShape* trimeshshape = (btTriangleMeshShape*) m_cci.m_collisionShape;
 			///only deal with meshes that have 1 sub part/component, for now
 			if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
 			{
@@ -682,7 +682,7 @@
 	if (m_shapeInfo)
 	{
 		m_shapeInfo->AddRef();
-		m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin);
+		m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
 
 		if (m_collisionShape)
 		{
@@ -1276,7 +1276,7 @@
 	if (m_shapeInfo)
 	{
 		// This situation does not normally happen
-		cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin);
+		cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
 	} 
 	else if (m_collisionShape)
 	{
@@ -1379,9 +1379,9 @@
 // Shape constructor
 std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
 
-CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact)
+CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope)
 {
-	if (polytope || dm || gimpact)
+	if (polytope || dm)
 		// not yet supported
 		return NULL;
 
@@ -1391,12 +1391,10 @@
 	return NULL;
 }
 
-bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope,bool useGimpact)
+bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope)
 {
 	int numpolys, numverts;
 
-	m_useGimpact = useGimpact;
-
 	// assume no shape information
 	// no support for dynamic change of shape yet
 	assert(IsUnused());
@@ -1656,7 +1654,7 @@
 	}
 
 	// sharing only on static mesh at present, if you change that, you must also change in FindMesh
-	if (!polytope && !dm && !useGimpact)
+	if (!polytope && !dm)
 	{
 		// triangle shape can be shared, store the mesh object in the map
 		m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
@@ -1991,13 +1989,13 @@
 	return true;
 }
 
-btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
+btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, bool useGimpact, bool useBvh)
 {
 	btCollisionShape* collisionShape = 0;
 	btCompoundShape* compoundShape = 0;	
 
 	if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
-		return m_shapeProxy->CreateBulletShape(margin);
+		return m_shapeProxy->CreateBulletShape(margin, useGimpact, useBvh);
 
 	switch (m_shapeType) 
 	{
@@ -2037,7 +2035,7 @@
 		// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
 		// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
 		// and btScaledBvhTriangleMeshShape otherwise.
-		if (m_useGimpact)
+		if (useGimpact)
 		{				
 				btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
 						m_polygonIndexArray.size(),
@@ -2095,14 +2093,14 @@
 				if(m_unscaledShape) {
 					DeleteBulletShape(m_unscaledShape, false);
 					m_unscaledShape->~btBvhTriangleMeshShape();
-	
-					m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true );
+					m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
 				} else {
-					m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true );
+					m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
 				}
-				
 				m_forceReInstance= false;
-				m_unscaledShape->recalcLocalAabb();
+			} else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
+				// the existing unscaledShape was not build with Bvh, do it now
+				m_unscaledShape->buildOptimizedBvh();
 			}
 			collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
 			collisionShape->setMargin(margin);
@@ -2117,7 +2115,7 @@
 				 sit != m_shapeArray.end();
 				 sit++)
 			{
-				collisionShape = (*sit)->CreateBulletShape(margin);
+				collisionShape = (*sit)->CreateBulletShape(margin, useGimpact, useBvh);
 				if (collisionShape)
 				{
 					collisionShape->setLocalScaling((*sit)->m_childScale);
@@ -2133,6 +2131,7 @@
 void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
 {
 	m_shapeArray.push_back(shapeInfo);
+	shapeInfo->AddRef();
 }
 
 CcdShapeConstructionInfo::~CcdShapeConstructionInfo()

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h

@@ Diff output truncated at 10240 characters. @@




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