fix mesh size, decouple mesh topology from geometry, add polygon triangulation to make mass calculation O(n) in memory

This commit is contained in:
Irlan 2017-02-02 14:02:54 -02:00
parent 4f18e46268
commit d59b67c3c3
5 changed files with 158 additions and 156 deletions

View File

@ -22,6 +22,43 @@
#include <bounce/common/geometry.h> #include <bounce/common/geometry.h>
#include <bounce/collision/trees/static_tree.h> #include <bounce/collision/trees/static_tree.h>
// A triangle in indexed form.
struct b3Triangle
{
// Does nothing for performance.
b3Triangle() { }
// Set this triangle from three vertices.
b3Triangle(u32 _v1, u32 _v2, u32 _v3)
{
v1 = _v1;
v2 = _v2;
v3 = _v3;
}
// Set this triangle from three vertices.
void Set(u32 _v1, u32 _v2, u32 _v3)
{
v1 = _v1;
v2 = _v2;
v3 = _v3;
}
// Test if this triangle contains a given vertex.
bool TestVertex(u32 v) const
{
return v == v1 || v == v2 || v == v3;
}
// Test if this triangle contains two vertices.
bool TestEdge(u32 _v1, u32 _v2) const
{
return TestVertex(_v1) && TestVertex(_v2);
}
u32 v1, v2, v3;
};
struct b3Mesh struct b3Mesh
{ {
u32 vertexCount; u32 vertexCount;
@ -102,13 +139,12 @@ inline b3AABB3 b3Mesh::GetTriangleAABB(u32 index) const
inline u32 b3Mesh::GetSize() const inline u32 b3Mesh::GetSize() const
{ {
u32 memory = 0; u32 size = 0;
memory += sizeof(b3Mesh); size += sizeof(b3Mesh);
memory += sizeof(b3Vec3) * vertexCount; size += sizeof(b3Vec3) * vertexCount;
memory += sizeof(b3Triangle) * triangleCount; size += sizeof(b3Triangle) * triangleCount;
memory += sizeof(b3Plane) * triangleCount; size += tree.GetSize();
memory += sizeof(b3StaticTree); return size;
return memory;
} }
#endif #endif

View File

@ -57,6 +57,8 @@ public:
// Draw this tree. // Draw this tree.
void Draw(b3Draw* draw) const; void Draw(b3Draw* draw) const;
u32 GetSize() const;
private : private :
// A node in a static tree. // A node in a static tree.
struct b3Node struct b3Node
@ -198,4 +200,12 @@ inline void b3StaticTree::RayCast(T* callback, const b3RayCastInput& input) cons
} }
} }
inline u32 b3StaticTree::GetSize() const
{
u32 size = 0;
size += sizeof(b3StaticTree);
size += m_nodeCount * sizeof(b3Node);
return size;
}
#endif #endif

View File

@ -22,43 +22,6 @@
#include <bounce/common/math/math.h> #include <bounce/common/math/math.h>
#include <bounce/common/math/transform.h> #include <bounce/common/math/transform.h>
// A triangle in indexed form.
struct b3Triangle
{
// Does nothing for performance.
b3Triangle() { }
// Set this triangle from three vertices.
b3Triangle(u32 _v1, u32 _v2, u32 _v3)
{
v1 = _v1;
v2 = _v2;
v3 = _v3;
}
// Set this triangle from three vertices.
void Set(u32 _v1, u32 _v2, u32 _v3)
{
v1 = _v1;
v2 = _v2;
v3 = _v3;
}
// Test if this triangle contains a given vertex.
bool TestVertex(u32 v) const
{
return v == v1 || v == v2 || v == v3;
}
// Test if this triangle contains two vertices.
bool TestEdge(u32 _v1, u32 _v2) const
{
return TestVertex(_v1) && TestVertex(_v2);
}
u32 v1, v2, v3;
};
// A plane in constant normal form. // A plane in constant normal form.
// dot(n, p) - d = 0. // dot(n, p) - d = 0.
struct b3Plane struct b3Plane

View File

@ -39,41 +39,6 @@ void b3HullShape::Swap(const b3HullShape& other)
void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
{ {
// Build triangles for hull
b3StackArray<b3Triangle, 256> triangles;
// Use a small buffer for polygons.
u32 polygon[B3_MAX_HULL_FEATURES];
u32 vCount = 0;
// Convert polygons to triangles
for (u32 i = 0; i < m_hull->faceCount; ++i)
{
// Build convex polygon for loop
const b3Face* face = m_hull->GetFace(i);
const b3HalfEdge* begin = m_hull->GetEdge(face->edge);
const b3HalfEdge* edge = begin;
do
{
polygon[vCount++] = u32(edge->origin);
edge = m_hull->GetEdge(edge->next);
} while (edge != begin);
// Triangulate convex polygon
B3_ASSERT(vCount > 2);
for (u32 j = 1; j < vCount - 1; ++j)
{
b3Triangle triangle;
triangle.v1 = polygon[0];
triangle.v2 = polygon[j];
triangle.v3 = polygon[j + 1];
triangles.PushBack(triangle);
}
vCount = 0;
}
vCount = 0;
// Compute mass data // Compute mass data
b3Vec3 center(0.0f, 0.0f, 0.0f); b3Vec3 center(0.0f, 0.0f, 0.0f);
float32 volume = 0.0f; float32 volume = 0.0f;
@ -92,41 +57,56 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
b3Vec3 diag(0.0f, 0.0f, 0.0f); b3Vec3 diag(0.0f, 0.0f, 0.0f);
b3Vec3 offDiag(0.0f, 0.0f, 0.0f); b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
for (u32 i = 0; i < triangles.Count(); ++i) // Triangulate convex polygons
for (u32 i = 0; i < m_hull->faceCount; ++i)
{ {
const b3Triangle* triangle = triangles.Get(i); const b3Face* face = m_hull->GetFace(i);
const b3HalfEdge* begin = m_hull->GetEdge(face->edge);
b3Vec3 v2 = m_hull->GetVertex(triangle->v1);
b3Vec3 v3 = m_hull->GetVertex(triangle->v2); const b3HalfEdge* edge = m_hull->GetEdge(begin->next);
b3Vec3 v4 = m_hull->GetVertex(triangle->v3); do
b3Vec3 tetraCenter = inv4 * (v1 + v2 + v3 + v4);
b3Vec3 e1 = v2 - v1;
b3Vec3 e2 = v3 - v1;
b3Vec3 e3 = v4 - v1;
float32 det = b3Det(e1, e2, e3);
float32 tetraVolume = inv6 * det;
// Volume weighted center of mass
center += tetraVolume * tetraCenter;
volume += tetraVolume;
// Volume weighted inertia tensor
// https://github.com/melax/sandbox
for (u32 j = 0; j < 3; ++j)
{ {
u32 j1 = (j + 1) % 3; u32 i1 = begin->origin;
u32 j2 = (j + 2) % 3; u32 i2 = edge->origin;
const b3HalfEdge* next = m_hull->GetEdge(edge->next);
u32 i3 = next->origin;
diag[j] += inv60 * det * b3Vec3 v2 = m_hull->vertices[i1];
(e1[j] * e2[j] + e2[j] * e3[j] + e3[j] * e1[j] + b3Vec3 v3 = m_hull->vertices[i2];
e1[j] * e1[j] + e2[j] * e2[j] + e3[j] * e3[j]); b3Vec3 v4 = m_hull->vertices[i3];
//
b3Vec3 tetraCenter = inv4 * (v1 + v2 + v3 + v4);
offDiag[j] += inv120 * det * b3Vec3 e1 = v2 - v1;
(e1[j1] * e2[j2] + e2[j1] * e3[j2] + e3[j1] * e1[j2] + b3Vec3 e2 = v3 - v1;
e1[j1] * e3[j2] + e2[j1] * e1[j2] + e3[j1] * e2[j2] + b3Vec3 e3 = v4 - v1;
e1[j1] * e1[j2] * 2.0f + e2[j1] * e2[j2] * 2.0f + e3[j1] * e3[j2] * 2.0f); float32 det = b3Det(e1, e2, e3);
} float32 tetraVolume = inv6 * det;
// Volume weighted center of mass
center += tetraVolume * tetraCenter;
volume += tetraVolume;
// Volume weighted inertia tensor
// https://github.com/melax/sandbox
for (u32 j = 0; j < 3; ++j)
{
u32 j1 = (j + 1) % 3;
u32 j2 = (j + 2) % 3;
diag[j] += inv60 * det *
(e1[j] * e2[j] + e2[j] * e3[j] + e3[j] * e1[j] +
e1[j] * e1[j] + e2[j] * e2[j] + e3[j] * e3[j]);
offDiag[j] += inv120 * det *
(e1[j1] * e2[j2] + e2[j1] * e3[j2] + e3[j1] * e1[j2] +
e1[j1] * e3[j2] + e2[j1] * e1[j2] + e3[j1] * e2[j2] +
e1[j1] * e1[j2] * 2.0f + e2[j1] * e2[j2] * 2.0f + e3[j1] * e3[j2] * 2.0f);
}
edge = next;
} while (m_hull->GetEdge(edge->next) != begin);
} }
B3_ASSERT(volume > 0.0f); B3_ASSERT(volume > 0.0f);

View File

@ -32,7 +32,7 @@ Mat44 Camera::BuildProjectionMatrix() const
// Tangent of the half cone angle along the y-axis // Tangent of the half cone angle along the y-axis
float32 t = tan(0.5f * m_fovy); float32 t = tan(0.5f * m_fovy);
float32 sy = 1.0f / t; float32 sy = 1.0f / t;
// Set the x-scale equals to the y-scale and // Set the x-scale equals to the y-scale and
// proportional to the aspect ratio // proportional to the aspect ratio
float32 aspect = m_width / m_height; float32 aspect = m_width / m_height;
@ -104,7 +104,7 @@ Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
// Essential Math, page 250. // Essential Math, page 250.
float32 t = tan(0.5f * m_fovy); float32 t = tan(0.5f * m_fovy);
float32 aspect = m_width / m_height; float32 aspect = m_width / m_height;
b3Vec3 pv; b3Vec3 pv;
pv.x = 2.0f * aspect * ps.x / m_width - aspect; pv.x = 2.0f * aspect * ps.x / m_width - aspect;
pv.y = -2.0f * ps.y / m_height + 1.0f; pv.y = -2.0f * ps.y / m_height + 1.0f;
@ -112,7 +112,7 @@ Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
b3Transform xf = BuildWorldTransform(); b3Transform xf = BuildWorldTransform();
b3Vec3 pw = xf * pv; b3Vec3 pw = xf * pv;
Ray3 rw; Ray3 rw;
rw.direction = b3Normalize(pw - xf.position); rw.direction = b3Normalize(pw - xf.position);
rw.origin = xf.position; rw.origin = xf.position;
@ -155,7 +155,7 @@ struct DrawPoints
m_quads[m_count].color = color; m_quads[m_count].color = color;
++m_count; ++m_count;
} }
void Submit() void Submit()
{ {
// Build local quads // Build local quads
@ -207,7 +207,7 @@ struct DrawPoints
m_count = 0; m_count = 0;
} }
struct Quad struct Quad
{ {
b3Vec3 center; b3Vec3 center;
@ -260,7 +260,7 @@ struct DrawLines
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glMultMatrixf(&xf1.x.x); glMultMatrixf(&xf1.x.x);
for (u32 i = 0; i < m_count; ++i) for (u32 i = 0; i < m_count; ++i)
{ {
b3Vec3 p = m_lines[i].p; b3Vec3 p = m_lines[i].p;
@ -272,7 +272,7 @@ struct DrawLines
glVertex3f(p.x, p.y, p.z); glVertex3f(p.x, p.y, p.z);
glVertex3f(q.x, q.y, q.z); glVertex3f(q.x, q.y, q.z);
glEnd(); glEnd();
} }
m_count = 0; m_count = 0;
} }
@ -338,7 +338,7 @@ struct DrawTriangles
b3Vec3 b = m_triangles[i].b; b3Vec3 b = m_triangles[i].b;
b3Vec3 c = m_triangles[i].c; b3Vec3 c = m_triangles[i].c;
b3Color col = m_triangles[i].col; b3Color col = m_triangles[i].col;
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
glColor4f(col.r, col.g, col.b, col.a); glColor4f(col.r, col.g, col.b, col.a);
glVertex3f(a.x, a.y, a.z); glVertex3f(a.x, a.y, a.z);
@ -384,14 +384,14 @@ struct DrawShapes
{ {
float32 radius = s->m_radius; float32 radius = s->m_radius;
Mat44 xf4 = GetMat44(xf); Mat44 xf4 = GetMat44(xf);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glMultMatrixf(&xf4.x.x); glMultMatrixf(&xf4.x.x);
gluSphere(m_sphere, radius, 10, 10); gluSphere(m_sphere, radius, 10, 10);
glPopMatrix(); glPopMatrix();
} }
void DrawCapsule(const b3CapsuleShape* s, const b3Transform& xf) void DrawCapsule(const b3CapsuleShape* s, const b3Transform& xf)
{ {
b3Vec3 c1 = s->m_centers[0]; b3Vec3 c1 = s->m_centers[0];
@ -405,11 +405,11 @@ struct DrawShapes
b3Transform xfc; b3Transform xfc;
xfc.rotation = xf.rotation; xfc.rotation = xf.rotation;
xfc.position = xf * c1; xfc.position = xf * c1;
Mat44 m = GetMat44(xfc); Mat44 m = GetMat44(xfc);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glMultMatrixf(&m.x.x); glMultMatrixf(&m.x.x);
GLdouble plane[4]; GLdouble plane[4];
@ -422,7 +422,7 @@ struct DrawShapes
glEnable(GL_CLIP_PLANE0); glEnable(GL_CLIP_PLANE0);
gluSphere(m_sphere, radius, 10, 10); gluSphere(m_sphere, radius, 10, 10);
glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE0);
glPopMatrix(); glPopMatrix();
} }
@ -430,9 +430,9 @@ struct DrawShapes
b3Transform xfc; b3Transform xfc;
xfc.rotation = xf.rotation; xfc.rotation = xf.rotation;
xfc.position = xf * c2; xfc.position = xf * c2;
Mat44 m = GetMat44(xfc); Mat44 m = GetMat44(xfc);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glMultMatrixf(&m.x.x); glMultMatrixf(&m.x.x);
@ -467,52 +467,65 @@ struct DrawShapes
void DrawHull(const b3HullShape* s, const b3Transform& xf) void DrawHull(const b3HullShape* s, const b3Transform& xf)
{ {
const b3Hull* hull = s->m_hull; const b3Hull* hull = s->m_hull;
for (u32 i = 0; i < hull->faceCount; ++i) for (u32 i = 0; i < hull->faceCount; ++i)
{ {
b3Vec3 n = xf.rotation * hull->planes[i].normal;
glBegin(GL_POLYGON);
glNormal3f(n.x, n.y, n.z);
const b3Face* face = hull->GetFace(i); const b3Face* face = hull->GetFace(i);
const b3HalfEdge* begin = hull->GetEdge(face->edge); const b3HalfEdge* begin = hull->GetEdge(face->edge);
const b3HalfEdge* edge = begin;
b3Vec3 n = xf.rotation * hull->planes[i].normal;
const b3HalfEdge* edge = hull->GetEdge(begin->next);
do do
{ {
b3Vec3 v = xf * hull->GetVertex(edge->origin); u32 i1 = begin->origin;
u32 i2 = edge->origin;
glVertex3f(v.x, v.y, v.z); const b3HalfEdge* next = hull->GetEdge(edge->next);
u32 i3 = next->origin;
edge = hull->GetEdge(edge->next);
} while (edge != begin); b3Vec3 v1 = xf * hull->vertices[i1];
b3Vec3 v2 = xf * hull->vertices[i2];
glEnd(); b3Vec3 v3 = xf * hull->vertices[i3];
glBegin(GL_TRIANGLES);
glNormal3f(n.x, n.y, n.z);
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glVertex3f(v3.x, v3.y, v3.z);
glEnd();
edge = next;
} while (hull->GetEdge(edge->next) != begin);
} }
} }
void DrawMesh(const b3MeshShape* s, const b3Transform& xf) void DrawMesh(const b3MeshShape* s, const b3Transform& xf)
{ {
const b3Mesh* mesh = s->m_mesh; const b3Mesh* mesh = s->m_mesh;
for (u32 i = 0; i < mesh->triangleCount; ++i) for (u32 i = 0; i < mesh->triangleCount; ++i)
{ {
const b3Triangle* triangle = mesh->triangles + i; const b3Triangle* t = mesh->triangles + i;
b3Vec3 v1 = xf * mesh->vertices[t->v1];
b3Vec3 v2 = xf * mesh->vertices[t->v2];
b3Vec3 v3 = xf * mesh->vertices[t->v3];
b3Vec3 v1 = xf * mesh->vertices[triangle->v1];
b3Vec3 v2 = xf * mesh->vertices[triangle->v2];
b3Vec3 v3 = xf * mesh->vertices[triangle->v3];
b3Vec3 n = b3Cross(v2 - v1, v3 - v1); b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize(); n.Normalize();
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
glNormal3f(n.x, n.y, n.z); glNormal3f(n.x, n.y, n.z);
glVertex3f(v1.x, v1.y, v1.z); glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z); glVertex3f(v2.x, v2.y, v2.z);
glVertex3f(v3.x, v3.y, v3.z); glVertex3f(v3.x, v3.y, v3.z);
glEnd(); glEnd();
} }
} }
void DrawShape(const b3Shape* s, const b3Transform& xf) void DrawShape(const b3Shape* s, const b3Transform& xf)
@ -592,12 +605,12 @@ struct DrawShapes
glEnable(GL_COLOR_MATERIAL); glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glColor4fv(&fillColor.r); glColor4fv(&fillColor.r);
const b3Transform& xf = b->GetTransform(); const b3Transform& xf = b->GetTransform();
b3Shape* s = b->GetShapeList().m_head; b3Shape* s = b->GetShapeList().m_head;
while (s) while (s)
{ {
DrawShape(s, xf); DrawShape(s, xf);
s = s->GetNext(); s = s->GetNext();
} }
@ -605,7 +618,7 @@ struct DrawShapes
b = b->GetNext(); b = b->GetNext();
} }
glDisable(GL_LIGHT0); glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
} }
@ -672,7 +685,7 @@ void DebugDraw::DrawCircle(const b3Vec3& normal, const b3Vec3& center, float32 r
float32 cosInc = cos(kAngleInc); float32 cosInc = cos(kAngleInc);
float32 sinInc = sin(kAngleInc); float32 sinInc = sin(kAngleInc);
float32 tInc = 1.0f - cosInc; float32 tInc = 1.0f - cosInc;
b3Vec3 n1 = b3Perp(normal); b3Vec3 n1 = b3Perp(normal);
b3Vec3 v1 = center + radius * n1; b3Vec3 v1 = center + radius * n1;
for (u32 i = 0; i < kEdgeCount; ++i) for (u32 i = 0; i < kEdgeCount; ++i)
@ -748,13 +761,13 @@ void DebugDraw::DrawAABB(const b3AABB3& aabb, const b3Color& color)
b3Vec3 upper = aabb.m_upper; b3Vec3 upper = aabb.m_upper;
b3Vec3 vs[8]; b3Vec3 vs[8];
// Face 1 // Face 1
vs[0] = lower; vs[0] = lower;
vs[1] = b3Vec3(lower.x, upper.y, lower.z); vs[1] = b3Vec3(lower.x, upper.y, lower.z);
vs[2] = b3Vec3(upper.x, upper.y, lower.z); vs[2] = b3Vec3(upper.x, upper.y, lower.z);
vs[3] = b3Vec3(upper.x, lower.y, lower.z); vs[3] = b3Vec3(upper.x, lower.y, lower.z);
// Face 2 // Face 2
vs[4] = upper; vs[4] = upper;
vs[5] = b3Vec3(upper.x, lower.y, upper.z); vs[5] = b3Vec3(upper.x, lower.y, upper.z);
@ -766,17 +779,17 @@ void DebugDraw::DrawAABB(const b3AABB3& aabb, const b3Color& color)
DrawSegment(vs[1], vs[2], color); DrawSegment(vs[1], vs[2], color);
DrawSegment(vs[2], vs[3], color); DrawSegment(vs[2], vs[3], color);
DrawSegment(vs[3], vs[0], color); DrawSegment(vs[3], vs[0], color);
// Face 2 edges // Face 2 edges
DrawSegment(vs[4], vs[5], color); DrawSegment(vs[4], vs[5], color);
DrawSegment(vs[5], vs[6], color); DrawSegment(vs[5], vs[6], color);
DrawSegment(vs[6], vs[7], color); DrawSegment(vs[6], vs[7], color);
DrawSegment(vs[7], vs[4], color); DrawSegment(vs[7], vs[4], color);
// Face 3 edges // Face 3 edges
DrawSegment(vs[2], vs[4], color); DrawSegment(vs[2], vs[4], color);
DrawSegment(vs[5], vs[3], color); DrawSegment(vs[5], vs[3], color);
// Face 4 edges // Face 4 edges
DrawSegment(vs[6], vs[0], color); DrawSegment(vs[6], vs[0], color);
DrawSegment(vs[1], vs[7], color); DrawSegment(vs[1], vs[7], color);