Merge pull request #13833 from sabrina-shanman/stt_performance

Performance improvements for Collision Pick API
This commit is contained in:
John Conklin II 2018-08-20 17:34:46 -07:00 committed by GitHub
commit e6c81cdfba
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5 changed files with 57 additions and 41 deletions

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@ -12,9 +12,33 @@
#include <glm/gtx/transform.hpp>
#include "PhysicsCollisionGroups.h"
#include "ScriptEngineLogging.h"
#include "UUIDHasher.h"
PickResultPointer CollisionPickResult::compareAndProcessNewResult(const PickResultPointer& newRes) {
const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
if (entityIntersections.size()) {
entityIntersections.insert(entityIntersections.cend(), newCollisionResult->entityIntersections.begin(), newCollisionResult->entityIntersections.end());
} else {
entityIntersections = newCollisionResult->entityIntersections;
}
if (avatarIntersections.size()) {
avatarIntersections.insert(avatarIntersections.cend(), newCollisionResult->avatarIntersections.begin(), newCollisionResult->avatarIntersections.end());
} else {
avatarIntersections = newCollisionResult->avatarIntersections;
}
intersects = entityIntersections.size() || avatarIntersections.size();
if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
loadState = (LoadState)newCollisionResult->loadState;
}
return std::make_shared<CollisionPickResult>(*this);
}
void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::vector<ContactTestResult>& objectIntersections, std::unordered_map<QUuid, QVariantMap>& intersections, std::unordered_map<QUuid, QVariantList>& collisionPointPairs) {
for (auto& objectIntersection : objectIntersections) {
auto at = intersections.find(objectIntersection.foundID);
@ -308,20 +332,27 @@ CollisionRegion CollisionPick::getMathematicalPick() const {
return _mathPick;
}
const std::vector<ContactTestResult> CollisionPick::filterIntersections(const std::vector<ContactTestResult>& intersections) const {
std::vector<ContactTestResult> filteredIntersections;
void CollisionPick::filterIntersections(std::vector<ContactTestResult>& intersections) const {
const QVector<QUuid>& ignoreItems = getIgnoreItems();
const QVector<QUuid>& includeItems = getIncludeItems();
bool isWhitelist = includeItems.size();
for (const auto& intersection : intersections) {
bool isWhitelist = !includeItems.empty();
if (!isWhitelist && ignoreItems.empty()) {
return;
}
std::vector<ContactTestResult> filteredIntersections;
int n = (int)intersections.size();
for (int i = 0; i < n; i++) {
auto& intersection = intersections[i];
const QUuid& id = intersection.foundID;
if (!ignoreItems.contains(id) && (!isWhitelist || includeItems.contains(id))) {
filteredIntersections.push_back(intersection);
}
}
return filteredIntersections;
intersections = filteredIntersections;
}
PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pick) {
@ -330,7 +361,8 @@ PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pi
return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
}
const auto& entityIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_ENTITY, *pick.shapeInfo, pick.transform));
auto entityIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_ENTITIES, *pick.shapeInfo, pick.transform);
filterIntersections(entityIntersections);
return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, entityIntersections, std::vector<ContactTestResult>());
}
@ -343,8 +375,9 @@ PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pi
// Cannot compute result
return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
}
const auto& avatarIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_AVATAR, *pick.shapeInfo, pick.transform));
auto avatarIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_AVATARS, *pick.shapeInfo, pick.transform);
filterIntersections(avatarIntersections);
return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, std::vector<ContactTestResult>(), avatarIntersections);
}

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@ -49,23 +49,7 @@ public:
bool doesIntersect() const override { return intersects; }
bool checkOrFilterAgainstMaxDistance(float maxDistance) override { return true; }
PickResultPointer compareAndProcessNewResult(const PickResultPointer& newRes) override {
const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
for (ContactTestResult& entityIntersection : newCollisionResult->entityIntersections) {
entityIntersections.push_back(entityIntersection);
}
for (ContactTestResult& avatarIntersection : newCollisionResult->avatarIntersections) {
avatarIntersections.push_back(avatarIntersection);
}
intersects = entityIntersections.size() || avatarIntersections.size();
if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
loadState = (LoadState)newCollisionResult->loadState;
}
return std::make_shared<CollisionPickResult>(*this);
}
PickResultPointer compareAndProcessNewResult(const PickResultPointer& newRes) override;
};
class CollisionPick : public Pick<CollisionRegion> {
@ -92,7 +76,7 @@ protected:
// Returns true if pick.shapeInfo is valid. Otherwise, attempts to get the shapeInfo ready for use.
bool isShapeInfoReady();
void computeShapeInfo(CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource);
const std::vector<ContactTestResult> filterIntersections(const std::vector<ContactTestResult>& intersections) const;
void filterIntersections(std::vector<ContactTestResult>& intersections) const;
CollisionRegion _mathPick;
PhysicsEnginePointer _physicsEngine;

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@ -843,9 +843,8 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
}
struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
AllContactsCallback(int32_t mask, int32_t group, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
btCollisionWorld::ContactResultCallback(),
desiredObjectType(desiredObjectType),
collisionObject(),
contacts(),
myAvatarCollisionObject(myAvatarCollisionObject) {
@ -858,21 +857,19 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
bulletTransform.setRotation(glmToBullet(transform.getRotation()));
collisionObject.setWorldTransform(bulletTransform);
m_collisionFilterMask = mask;
m_collisionFilterGroup = group;
}
~AllContactsCallback() {
ObjectMotionState::getShapeManager()->releaseShape(collisionObject.getCollisionShape());
}
MotionStateType desiredObjectType;
btCollisionObject collisionObject;
std::vector<ContactTestResult> contacts;
btCollisionObject* myAvatarCollisionObject;
bool needsCollision(btBroadphaseProxy* proxy) const override {
return true;
}
btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0, int partId0, int index0, const btCollisionObjectWrapper* colObj1, int partId1, int index1) override {
const btCollisionObject* otherBody;
btVector3 penetrationPoint;
@ -888,7 +885,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
}
// TODO: Give MyAvatar a motion state so we don't have to do this
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
if ((m_collisionFilterMask & BULLET_COLLISION_GROUP_MY_AVATAR) && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
contacts.emplace_back(Physics::getSessionUUID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
return 0;
}
@ -900,7 +897,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
const ObjectMotionState* candidate = dynamic_cast<const ObjectMotionState*>(motionStateCandidate);
if (!candidate || candidate->getType() != desiredObjectType) {
if (!candidate) {
return 0;
}
@ -916,14 +913,14 @@ protected:
}
};
const std::vector<ContactTestResult> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
std::vector<ContactTestResult> PhysicsEngine::contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group) const {
// TODO: Give MyAvatar a motion state so we don't have to do this
btCollisionObject* myAvatarCollisionObject = nullptr;
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && _myAvatarController) {
if ((mask & USER_COLLISION_GROUP_MY_AVATAR) && _myAvatarController) {
myAvatarCollisionObject = _myAvatarController->getCollisionObject();
}
auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform, myAvatarCollisionObject);
auto contactCallback = AllContactsCallback((int32_t)mask, (int32_t)group, regionShapeInfo, regionTransform, myAvatarCollisionObject);
_dynamicsWorld->contactTest(&contactCallback.collisionObject, contactCallback);
return contactCallback.contacts;

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@ -125,8 +125,9 @@ public:
void setShowBulletConstraints(bool value);
void setShowBulletConstraintLimits(bool value);
// Function for getting colliding ObjectMotionStates in the world of specified type
const std::vector<ContactTestResult> getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const;
// Function for getting colliding objects in the world of specified type
// See PhysicsCollisionGroups.h for mask flags.
std::vector<ContactTestResult> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC) const;
private:
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);

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@ -104,6 +104,7 @@ const uint16_t ENTITY_COLLISION_MASK_DEFAULT =
USER_COLLISION_GROUP_OTHER_AVATAR;
const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
const uint16_t USER_COLLISION_MASK_ENTITIES = USER_COLLISION_GROUP_STATIC | USER_COLLISION_GROUP_DYNAMIC | USER_COLLISION_GROUP_KINEMATIC;
const int32_t NUM_USER_COLLISION_GROUPS = 5;