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/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
{
u32 vertexCount;
@ -102,13 +139,12 @@ inline b3AABB3 b3Mesh::GetTriangleAABB(u32 index) const
inline u32 b3Mesh::GetSize() const
{
u32 memory = 0;
memory += sizeof(b3Mesh);
memory += sizeof(b3Vec3) * vertexCount;
memory += sizeof(b3Triangle) * triangleCount;
memory += sizeof(b3Plane) * triangleCount;
memory += sizeof(b3StaticTree);
return memory;
u32 size = 0;
size += sizeof(b3Mesh);
size += sizeof(b3Vec3) * vertexCount;
size += sizeof(b3Triangle) * triangleCount;
size += tree.GetSize();
return size;
}
#endif

View File

@ -57,6 +57,8 @@ public:
// Draw this tree.
void Draw(b3Draw* draw) const;
u32 GetSize() const;
private :
// A node in a static tree.
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

View File

@ -22,43 +22,6 @@
#include <bounce/common/math/math.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.
// dot(n, p) - d = 0.
struct b3Plane

View File

@ -39,41 +39,6 @@ void b3HullShape::Swap(const b3HullShape& other)
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
b3Vec3 center(0.0f, 0.0f, 0.0f);
float32 volume = 0.0f;
@ -92,13 +57,25 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
b3Vec3 diag(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);
b3Vec3 v4 = m_hull->GetVertex(triangle->v3);
const b3HalfEdge* edge = m_hull->GetEdge(begin->next);
do
{
u32 i1 = begin->origin;
u32 i2 = edge->origin;
const b3HalfEdge* next = m_hull->GetEdge(edge->next);
u32 i3 = next->origin;
b3Vec3 v2 = m_hull->vertices[i1];
b3Vec3 v3 = m_hull->vertices[i2];
b3Vec3 v4 = m_hull->vertices[i3];
//
b3Vec3 tetraCenter = inv4 * (v1 + v2 + v3 + v4);
b3Vec3 e1 = v2 - v1;
@ -127,6 +104,9 @@ void b3HullShape::ComputeMass(b3MassData* massData, float32 density) const
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);

View File

@ -467,39 +467,52 @@ struct DrawShapes
void DrawHull(const b3HullShape* s, const b3Transform& xf)
{
const b3Hull* hull = s->m_hull;
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 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
{
b3Vec3 v = xf * hull->GetVertex(edge->origin);
u32 i1 = begin->origin;
u32 i2 = edge->origin;
const b3HalfEdge* next = hull->GetEdge(edge->next);
u32 i3 = next->origin;
glVertex3f(v.x, v.y, v.z);
b3Vec3 v1 = xf * hull->vertices[i1];
b3Vec3 v2 = xf * hull->vertices[i2];
b3Vec3 v3 = xf * hull->vertices[i3];
edge = hull->GetEdge(edge->next);
} while (edge != begin);
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)
{
const b3Mesh* mesh = s->m_mesh;
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[triangle->v1];
b3Vec3 v2 = xf * mesh->vertices[triangle->v2];
b3Vec3 v3 = xf * mesh->vertices[triangle->v3];
b3Vec3 v1 = xf * mesh->vertices[t->v1];
b3Vec3 v2 = xf * mesh->vertices[t->v2];
b3Vec3 v3 = xf * mesh->vertices[t->v3];
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();