optimize use of EntityItem::getDimensions()

This commit is contained in:
Andrew Meadows 2016-04-27 10:34:29 -07:00
parent f6aa0a11a8
commit c686418be0
2 changed files with 41 additions and 34 deletions

View file

@ -781,7 +781,8 @@ void EntityItem::adjustEditPacketForClockSkew(QByteArray& buffer, qint64 clockSk
}
float EntityItem::computeMass() const {
return _density * _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
glm::vec3 dimensions = getDimensions();
return _density * _volumeMultiplier * dimensions.x * dimensions.y * dimensions.z;
}
void EntityItem::setDensity(float density) {
@ -801,7 +802,8 @@ void EntityItem::setMass(float mass) {
// we must protect the density range to help maintain stability of physics simulation
// therefore this method might not accept the mass that is supplied.
float volume = _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
glm::vec3 dimensions = getDimensions();
float volume = _volumeMultiplier * dimensions.x * dimensions.y * dimensions.z;
// compute new density
const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
@ -1222,11 +1224,13 @@ AACube EntityItem::getMaximumAACube(bool& success) const {
// * we know that the position is the center of rotation
glm::vec3 centerOfRotation = getPosition(success); // also where _registration point is
if (success) {
_recalcMaxAACube = false;
// * we know that the registration point is the center of rotation
// * we can calculate the length of the furthest extent from the registration point
// as the dimensions * max (registrationPoint, (1.0,1.0,1.0) - registrationPoint)
glm::vec3 registrationPoint = (getDimensions() * getRegistrationPoint());
glm::vec3 registrationRemainder = (getDimensions() * (glm::vec3(1.0f, 1.0f, 1.0f) - getRegistrationPoint()));
glm::vec3 dimensions = getDimensions();
glm::vec3 registrationPoint = (dimensions * _registrationPoint);
glm::vec3 registrationRemainder = (dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint));
glm::vec3 furthestExtentFromRegistration = glm::max(registrationPoint, registrationRemainder);
// * we know that if you rotate in any direction you would create a sphere
@ -1238,7 +1242,6 @@ AACube EntityItem::getMaximumAACube(bool& success) const {
glm::vec3 minimumCorner = centerOfRotation - glm::vec3(radius, radius, radius);
_maxAACube = AACube(minimumCorner, radius * 2.0f);
_recalcMaxAACube = false;
}
} else {
success = true;
@ -1251,28 +1254,27 @@ AACube EntityItem::getMaximumAACube(bool& success) const {
///
AACube EntityItem::getMinimumAACube(bool& success) const {
if (_recalcMinAACube) {
// _position represents the position of the registration point.
glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
glm::vec3 unrotatedMinRelativeToEntity = - (getDimensions() * getRegistrationPoint());
glm::vec3 unrotatedMaxRelativeToEntity = getDimensions() * registrationRemainder;
Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
Extents rotatedExtentsRelativeToRegistrationPoint =
unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
// shift the extents to be relative to the position/registration point
rotatedExtentsRelativeToRegistrationPoint.shiftBy(getPosition(success));
// position represents the position of the registration point.
glm::vec3 position = getPosition(success);
if (success) {
_recalcMinAACube = false;
glm::vec3 dimensions = getDimensions();
glm::vec3 unrotatedMinRelativeToEntity = - (dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint);
Extents extents = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
extents.rotate(getRotation());
// shift the extents to be relative to the position/registration point
extents.shiftBy(position);
// the cube that best encompasses extents is...
AABox box(rotatedExtentsRelativeToRegistrationPoint);
AABox box(extents);
glm::vec3 centerOfBox = box.calcCenter();
float longestSide = box.getLargestDimension();
float halfLongestSide = longestSide / 2.0f;
glm::vec3 cornerOfCube = centerOfBox - glm::vec3(halfLongestSide, halfLongestSide, halfLongestSide);
_minAACube = AACube(cornerOfCube, longestSide);
_recalcMinAACube = false;
}
} else {
success = true;
@ -1282,21 +1284,20 @@ AACube EntityItem::getMinimumAACube(bool& success) const {
AABox EntityItem::getAABox(bool& success) const {
if (_recalcAABox) {
// _position represents the position of the registration point.
glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
glm::vec3 unrotatedMinRelativeToEntity = - (getDimensions() * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = getDimensions() * registrationRemainder;
Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
Extents rotatedExtentsRelativeToRegistrationPoint =
unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
// shift the extents to be relative to the position/registration point
rotatedExtentsRelativeToRegistrationPoint.shiftBy(getPosition(success));
// position represents the position of the registration point.
glm::vec3 position = getPosition(success);
if (success) {
_cachedAABox = AABox(rotatedExtentsRelativeToRegistrationPoint);
_recalcAABox = false;
glm::vec3 dimensions = getDimensions();
glm::vec3 unrotatedMinRelativeToEntity = - (dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint);
Extents extents = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
extents.rotate(getRotation());
// shift the extents to be relative to the position/registration point
extents.shiftBy(position);
_cachedAABox = AABox(extents);
}
} else {
success = true;
@ -1373,6 +1374,11 @@ void EntityItem::computeShapeInfo(ShapeInfo& info) {
adjustShapeInfoByRegistration(info);
}
float EntityItem::getVolumeEstimate() const {
glm::vec3 dimensions = getDimensions();
return dimensions.x * dimensions.y * dimensions.z;
}
void EntityItem::updateRegistrationPoint(const glm::vec3& value) {
if (value != _registrationPoint) {
setRegistrationPoint(value);
@ -1433,7 +1439,8 @@ void EntityItem::updateMass(float mass) {
// we must protect the density range to help maintain stability of physics simulation
// therefore this method might not accept the mass that is supplied.
float volume = _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
glm::vec3 dimensions = getDimensions();
float volume = _volumeMultiplier * dimensions.x * dimensions.y * dimensions.z;
// compute new density
float newDensity = _density;

View file

@ -314,7 +314,7 @@ public:
virtual bool isReadyToComputeShape() { return !isDead(); }
virtual void computeShapeInfo(ShapeInfo& info);
virtual float getVolumeEstimate() const { return getDimensions().x * getDimensions().y * getDimensions().z; }
virtual float getVolumeEstimate() const;
/// return preferred shape type (actual physical shape may differ)
virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }