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optimize/cleanup compound/mesh shape computation
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parent
f444b70fdc
commit
c0c77e9027
1 changed files with 34 additions and 27 deletions
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@ -618,6 +618,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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Extents extents;
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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@ -631,14 +632,18 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.triangleIndices[j + 2]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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extents.addPoint(p0);
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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extents.addPoint(p1);
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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extents.addPoint(p2);
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}
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}
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@ -652,15 +657,19 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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glm::vec3 p3 = mesh.vertices[meshPart.quadIndices[j + 3]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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extents.addPoint(p0);
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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extents.addPoint(p1);
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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extents.addPoint(p2);
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}
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if (!pointsInPart.contains(p3)) {
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pointsInPart << p3;
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extents.addPoint(p3);
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}
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}
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@ -673,33 +682,30 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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}
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}
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extentsSize;
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for (int i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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const FBXGeometry& renderGeometry = _model->getFBXGeometry();
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glm::vec3 scale = dimensions / renderGeometry.getUnscaledMeshExtents().size();
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// multiply each point by scale before handing the point-set off to the physics engine.
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// also determine the extents of the collision model.
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AABox box;
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glm::vec3 scaledModelOffset = _model->getOffset() * _model->getScale();
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for (int i = 0; i < pointCollection.size(); i++) {
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for (int j = 0; j < pointCollection[i].size(); j++) {
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// compensate for registration
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pointCollection[i][j] += _model->getOffset();
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// scale so the collision points match the model points
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pointCollection[i][j] *= scale;
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// this next subtraction is done so we can give info the offset, which will cause
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// the shape-key to change.
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pointCollection[i][j] -= _model->getOffset();
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box += pointCollection[i][j];
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pointCollection[i][j] = (pointCollection[i][j] * scaleToFit) + scaledModelOffset;
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}
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}
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glm::vec3 collisionModelDimensions = box.getDimensions();
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info.setParams(type, collisionModelDimensions, _compoundShapeURL);
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info.setOffset(_model->getOffset());
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info.setParams(type, dimensions, _compoundShapeURL);
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} else if (type == SHAPE_TYPE_MESH) {
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updateModelBounds();
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@ -713,6 +719,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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ShapeInfo::TriangleIndices& triangleIndices = info.getTriangleIndices();
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auto& meshes = _model->getGeometry()->getGeometry()->getMeshes();
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Extents extents;
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glm::vec3 scaledModelOffset = _model->getOffset() * _model->getScale();
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for (auto& mesh : meshes) {
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const gpu::BufferView& vertices = mesh->getVertexBuffer();
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@ -723,25 +730,12 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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uint32_t meshIndexOffset = (uint32_t)points.size();
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gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertices.cbegin<const glm::vec3>();
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points.reserve((int32_t)((gpu::Size)points.size() + vertices.getNumElements()));
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Extents extents;
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while (vertexItr != vertices.cend<const glm::vec3>()) {
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points.push_back(*vertexItr);
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extents.addPoint(*vertexItr);
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++vertexItr;
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}
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// scale and shift
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extents.size();
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for (int i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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for (int i = 0; i < points.size(); ++i) {
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points[i] = (points[i] * scaleToFit) + scaledModelOffset;
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}
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// copy triangleIndices
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triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
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gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
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@ -793,6 +787,19 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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++partItr;
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}
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}
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// scale and shift
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extentsSize;
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for (int i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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for (int i = 0; i < points.size(); ++i) {
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points[i] = (points[i] * scaleToFit) + scaledModelOffset;
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}
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pointCollection.push_back(points);
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info.setParams(SHAPE_TYPE_MESH, 0.5f * dimensions, _modelURL);
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} else {
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