optimize/cleanup compound/mesh shape computation

This commit is contained in:
Andrew Meadows 2016-06-16 09:26:33 -07:00
parent f444b70fdc
commit c0c77e9027

View file

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