diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-04-23 13:56:23 +0200 |
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committer | GitHub <noreply@github.com> | 2019-04-23 13:56:23 +0200 |
commit | 458827efc2fdcc9bdc959e4f2a9b44f56572d6de (patch) | |
tree | 02cbee2a8147c3564f6f353da1ab852f13aa0563 | |
parent | 04efa598681fc4903907d160f6dc80fc8537b43f (diff) |
Revert "Implemented terrain raycast acceleration"
4 files changed, 5 insertions, 463 deletions
diff --git a/modules/bullet/shape_bullet.cpp b/modules/bullet/shape_bullet.cpp index f15bcec914..b590d63167 100644 --- a/modules/bullet/shape_bullet.cpp +++ b/modules/bullet/shape_bullet.cpp @@ -148,13 +148,7 @@ btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(PoolVector<rea const bool flipQuadEdges = false; const void *heightsPtr = p_heights.read().ptr(); - btHeightfieldTerrainShape *heightfield = bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges)); - - // The shape can be created without params when you do PhysicsServer.shape_create(PhysicsServer.SHAPE_HEIGHTMAP) - if (heightsPtr) - heightfield->buildAccelerator(16); - - return heightfield; + return bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges)); } btRayShape *ShapeBullet::create_shape_ray(real_t p_length, bool p_slips_on_slope) { diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp index b30ce03164..782e9efaf1 100644 --- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp +++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp @@ -19,10 +19,9 @@ subject to the following restrictions: #include "BulletCollision/CollisionShapes/btCollisionShape.h" #include "BulletCollision/CollisionShapes/btConvexShape.h" #include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" -#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting -#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting -#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h" //for raycasting -#include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h" //for raycasting #include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h" #include "BulletCollision/CollisionShapes/btCompoundShape.h" #include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h" @@ -414,18 +413,6 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans, co rcb.m_hitFraction = resultCallback.m_closestHitFraction; triangleMesh->performRaycast(&rcb, rayFromLocalScaled, rayToLocalScaled); } - else if (collisionShape->getShapeType()==TERRAIN_SHAPE_PROXYTYPE) - { - ///optimized version for btHeightfieldTerrainShape - btHeightfieldTerrainShape* heightField = (btHeightfieldTerrainShape*)collisionShape; - btTransform worldTocollisionObject = colObjWorldTransform.inverse(); - btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin(); - btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin(); - - BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObjectWrap->getCollisionObject(),heightField,colObjWorldTransform); - rcb.m_hitFraction = resultCallback.m_closestHitFraction; - heightField->performRaycast(&rcb, rayFromLocal, rayToLocal); - } else { //generic (slower) case diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp index 4adf27e6bb..c85ce2498e 100644 --- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp @@ -73,10 +73,6 @@ void btHeightfieldTerrainShape::initialize( m_useZigzagSubdivision = false; m_upAxis = upAxis; m_localScaling.setValue(btScalar(1.), btScalar(1.), btScalar(1.)); - m_vboundsGrid = NULL; - m_vboundsChunkSize = 0; - m_vboundsGridWidth = 0; - m_vboundsGridLength = 0; // determine min/max axis-aligned bounding box (aabb) values switch (m_upAxis) @@ -112,7 +108,6 @@ void btHeightfieldTerrainShape::initialize( btHeightfieldTerrainShape::~btHeightfieldTerrainShape() { - clearAccelerator(); } void btHeightfieldTerrainShape::getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const @@ -328,8 +323,6 @@ void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback } } - // TODO If m_vboundsGrid is available, use it to determine if we really need to process this area - for (int j = startJ; j < endJ; j++) { for (int x = startX; x < endX; x++) @@ -380,416 +373,3 @@ const btVector3& btHeightfieldTerrainShape::getLocalScaling() const { return m_localScaling; } - - - -struct GridRaycastState -{ - int x; // Next quad coords - int z; - int prev_x; // Previous quad coords - int prev_z; - btScalar param; // Exit param for previous quad - btScalar prevParam; // Enter param for previous quad - btScalar maxDistanceFlat; - btScalar maxDistance3d; -}; - - -// TODO Does it really need to take 3D vectors? -/// Iterates through a virtual 2D grid of unit-sized square cells, -/// and executes an action on each cell intersecting the given segment, ordered from begin to end. -/// Initially inspired by http://www.cse.yorku.ca/~amana/research/grid.pdf -template <typename Action_T> -void gridRaycast(Action_T &quadAction, const btVector3 &beginPos, const btVector3 &endPos) -{ - GridRaycastState rs; - rs.maxDistance3d = beginPos.distance(endPos); - if (rs.maxDistance3d < 0.0001) - // Consider the ray is too small to hit anything - return; - - btScalar rayDirectionFlatX = endPos[0] - beginPos[0]; - btScalar rayDirectionFlatZ = endPos[2] - beginPos[2]; - rs.maxDistanceFlat = btSqrt(rayDirectionFlatX * rayDirectionFlatX + rayDirectionFlatZ * rayDirectionFlatZ); - - if(rs.maxDistanceFlat < 0.0001) - { - // Consider the ray vertical - rayDirectionFlatX = 0; - rayDirectionFlatZ = 0; - } - else - { - rayDirectionFlatX /= rs.maxDistanceFlat; - rayDirectionFlatZ /= rs.maxDistanceFlat; - } - - const int xiStep = rayDirectionFlatX > 0 ? 1 : rayDirectionFlatX < 0 ? -1 : 0; - const int ziStep = rayDirectionFlatZ > 0 ? 1 : rayDirectionFlatZ < 0 ? -1 : 0; - - const float infinite = 9999999; - const btScalar paramDeltaX = xiStep != 0 ? 1.f / btFabs(rayDirectionFlatX) : infinite; - const btScalar paramDeltaZ = ziStep != 0 ? 1.f / btFabs(rayDirectionFlatZ) : infinite; - - // pos = param * dir - btScalar paramCrossX; // At which value of `param` we will cross a x-axis lane? - btScalar paramCrossZ; // At which value of `param` we will cross a z-axis lane? - - // paramCrossX and paramCrossZ are initialized as being the first cross - // X initialization - if (xiStep != 0) - { - if (xiStep == 1) - paramCrossX = (ceil(beginPos[0]) - beginPos[0]) * paramDeltaX; - else - paramCrossX = (beginPos[0] - floor(beginPos[0])) * paramDeltaX; - } - else - paramCrossX = infinite; // Will never cross on X - - // Z initialization - if (ziStep != 0) - { - if (ziStep == 1) - paramCrossZ = (ceil(beginPos[2]) - beginPos[2]) * paramDeltaZ; - else - paramCrossZ = (beginPos[2] - floor(beginPos[2])) * paramDeltaZ; - } - else - paramCrossZ = infinite; // Will never cross on Z - - rs.x = static_cast<int>(floor(beginPos[0])); - rs.z = static_cast<int>(floor(beginPos[2])); - - // Workaround cases where the ray starts at an integer position - if (paramCrossX == 0.0) - { - paramCrossX += paramDeltaX; - // If going backwards, we should ignore the position we would get by the above flooring, - // because the ray is not heading in that direction - if (xiStep == -1) - rs.x -= 1; - } - - if (paramCrossZ == 0.0) - { - paramCrossZ += paramDeltaZ; - if (ziStep == -1) - rs.z -= 1; - } - - rs.prev_x = rs.x; - rs.prev_z = rs.z; - rs.param = 0; - - while (true) - { - rs.prev_x = rs.x; - rs.prev_z = rs.z; - rs.prevParam = rs.param; - - if (paramCrossX < paramCrossZ) - { - // X lane - rs.x += xiStep; - // Assign before advancing the param, - // to be in sync with the initialization step - rs.param = paramCrossX; - paramCrossX += paramDeltaX; - } - else - { - // Z lane - rs.z += ziStep; - rs.param = paramCrossZ; - paramCrossZ += paramDeltaZ; - } - - if (rs.param > rs.maxDistanceFlat) - { - rs.param = rs.maxDistanceFlat; - quadAction(rs); - break; - } - else - quadAction(rs); - } -} - - -struct ProcessTrianglesAction -{ - const btHeightfieldTerrainShape *shape; - bool flipQuadEdges; - bool useDiamondSubdivision; - int width; - int length; - btTriangleCallback* callback; - - void exec(int x, int z) const - { - if(x < 0 || z < 0 || x >= width || z >= length) - return; - - btVector3 vertices[3]; - - // Check quad - if (flipQuadEdges || (useDiamondSubdivision && (((z + x) & 1) > 0))) - { - // First triangle - shape->getVertex(x, z, vertices[0]); - shape->getVertex(x + 1, z, vertices[1]); - shape->getVertex(x + 1, z + 1, vertices[2]); - callback->processTriangle(vertices, x, z); - - // Second triangle - shape->getVertex(x, z, vertices[0]); - shape->getVertex(x + 1, z + 1, vertices[1]); - shape->getVertex(x, z + 1, vertices[2]); - callback->processTriangle(vertices, x, z); - } - else - { - // First triangle - shape->getVertex(x, z, vertices[0]); - shape->getVertex(x, z + 1, vertices[1]); - shape->getVertex(x + 1, z, vertices[2]); - callback->processTriangle(vertices, x, z); - - // Second triangle - shape->getVertex(x + 1, z, vertices[0]); - shape->getVertex(x, z + 1, vertices[1]); - shape->getVertex(x + 1, z + 1, vertices[2]); - callback->processTriangle(vertices, x, z); - } - } - - void operator ()(const GridRaycastState &bs) const - { - exec(bs.prev_x, bs.prev_z); - } -}; - - -struct ProcessVBoundsAction -{ - const btHeightfieldTerrainShape::Range *vbounds; - int width; - int length; - int chunkSize; - - btVector3 rayBegin; - btVector3 rayEnd; - btVector3 rayDir; - - ProcessTrianglesAction processTriangles; - - void operator ()(const GridRaycastState &rs) const - { - int x = rs.prev_x; - int z = rs.prev_z; - - if(x < 0 || z < 0 || x >= width || z >= length) - return; - - const btHeightfieldTerrainShape::Range chunk = vbounds[x + z * width]; - - btVector3 enterPos; - btVector3 exitPos; - - if (rs.maxDistanceFlat > 0.0001) - { - btScalar flatTo3d = chunkSize * rs.maxDistance3d / rs.maxDistanceFlat; - btScalar enterParam3d = rs.prevParam * flatTo3d; - btScalar exitParam3d = rs.param * flatTo3d; - enterPos = rayBegin + rayDir * enterParam3d; - exitPos = rayBegin + rayDir * exitParam3d; - - // We did enter the flat projection of the AABB, - // but we have to check if we intersect it on the vertical axis - if (enterPos[1] > chunk.max && exitPos[1] > chunk.max) - return; - if (enterPos[1] < chunk.min && exitPos[1] < chunk.min) - return; - } - else - { - // Consider the ray vertical - // (though we shouldn't reach this often because there is an early check up-front) - enterPos = rayBegin; - exitPos = rayEnd; - } - - gridRaycast(processTriangles, enterPos, exitPos); - // Note: it could be possible to have more than one grid at different levels, - // to do this there would be a branch using a pointer to another ProcessVBoundsAction - } -}; - - -// TODO How do I interrupt the ray when there is a hit? `callback` does not return any result -/// Performs a raycast using a hierarchical Bresenham algorithm. -/// Does not allocate any memory by itself. -void btHeightfieldTerrainShape::performRaycast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const -{ - // Transform to cell-local - btVector3 beginPos = raySource / m_localScaling; - btVector3 endPos = rayTarget / m_localScaling; - beginPos += m_localOrigin; - endPos += m_localOrigin; - - ProcessTrianglesAction processTriangles; - processTriangles.shape = this; - processTriangles.flipQuadEdges = m_flipQuadEdges; - processTriangles.useDiamondSubdivision = m_useDiamondSubdivision; - processTriangles.callback = callback; - processTriangles.width = m_heightStickWidth - 1; - processTriangles.length = m_heightStickLength - 1; - - // TODO Transform vectors to account for m_upAxis - int iBeginX = static_cast<int>(floor(beginPos[0])); - int iBeginZ = static_cast<int>(floor(beginPos[2])); - int iEndX = static_cast<int>(floor(endPos[0])); - int iEndZ = static_cast<int>(floor(endPos[2])); - - if (iBeginX == iEndX && iBeginZ == iEndZ) - { - // The ray will never cross quads within the plane, - // so directly process triangles within one quad - // (typically, vertical rays should end up here) - processTriangles.exec(iBeginX, iEndZ); - return; - } - - if (m_vboundsGrid == NULL) - { - // Process all quads intersecting the flat projection of the ray - gridRaycast(processTriangles, beginPos, endPos); - } - else - { - btVector3 rayDiff = endPos - beginPos; - btScalar flatDistance2 = rayDiff[0] * rayDiff[0] + rayDiff[2] * rayDiff[2]; - if (flatDistance2 < m_vboundsChunkSize * m_vboundsChunkSize) - { - // Don't use chunks, the ray is too short in the plane - gridRaycast(processTriangles, beginPos, endPos); - } - - ProcessVBoundsAction processVBounds; - processVBounds.width = m_vboundsGridWidth; - processVBounds.length = m_vboundsGridLength; - processVBounds.vbounds = m_vboundsGrid; - processVBounds.rayBegin = beginPos; - processVBounds.rayEnd = endPos; - processVBounds.rayDir = rayDiff.normalized(); - processVBounds.processTriangles = processTriangles; - processVBounds.chunkSize = m_vboundsChunkSize; - // The ray is long, run raycast on a higher-level grid - gridRaycast(processVBounds, beginPos / m_vboundsChunkSize, endPos / m_vboundsChunkSize); - } -} - - -/// Builds a grid data structure storing the min and max heights of the terrain in chunks. -/// if chunkSize is zero, that accelerator is removed. -/// If you modify the heights, you need to rebuild this accelerator. -void btHeightfieldTerrainShape::buildAccelerator(int chunkSize) -{ - if (chunkSize <= 0) - { - clearAccelerator(); - return; - } - - m_vboundsChunkSize = chunkSize; - int nChunksX = m_heightStickWidth / chunkSize; - int nChunksZ = m_heightStickLength / chunkSize; - - if (m_heightStickWidth % chunkSize > 0) - ++nChunksX; // In case terrain size isn't dividable by chunk size - if (m_heightStickLength % chunkSize > 0) - ++nChunksZ; - - if(m_vboundsGridWidth != nChunksX || m_vboundsGridLength != nChunksZ) - { - clearAccelerator(); - m_vboundsGridWidth = nChunksX; - m_vboundsGridLength = nChunksZ; - } - - if (nChunksX == 0 || nChunksZ == 0) - return; - - // TODO What is the recommended way to allocate this? - // This data structure is only reallocated if the required size changed - if (m_vboundsGrid == NULL) - m_vboundsGrid = new Range[nChunksX * nChunksZ]; - - // Compute min and max height for all chunks - for (int cz = 0; cz < nChunksZ; ++cz) - { - int z0 = cz * chunkSize; - - for (int cx = 0; cx < nChunksX; ++cx) - { - int x0 = cx * chunkSize; - - Range r; - - r.min = getRawHeightFieldValue(x0, z0); - r.max = r.min; - - // Compute min and max height for this chunk. - // We have to include one extra cell to account for neighbors. - // Here is why: - // Say we have a flat terrain, and a plateau that fits a chunk perfectly. - // - // Left Right - // 0---0---0---1---1---1 - // | | | | | | - // 0---0---0---1---1---1 - // | | | | | | - // 0---0---0---1---1---1 - // x - // - // If the AABB for the Left chunk did not share vertices with the Right, - // then we would fail collision tests at x due to a gap. - // - for (int z = z0; z < z0 + chunkSize + 1; ++z) - { - if (z >= m_heightStickLength) - continue; - - for (int x = x0; x < x0 + chunkSize + 1; ++x) - { - if (x >= m_heightStickWidth) - continue; - - btScalar height = getRawHeightFieldValue(x, z); - - if (height < r.min) - r.min = height; - else if (height > r.max) - r.max = height; - } - } - - m_vboundsGrid[cx + cz * nChunksX] = r; - } - } -} - - -void btHeightfieldTerrainShape::clearAccelerator() -{ - if (m_vboundsGrid) - { - // TODO What is the recommended way to deallocate this? - delete[] m_vboundsGrid; - m_vboundsGrid = 0; - } -} - - diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h index e23b548cb2..8a50a57e31 100644 --- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h @@ -18,7 +18,6 @@ subject to the following restrictions: #include "btConcaveShape.h" - ///btHeightfieldTerrainShape simulates a 2D heightfield terrain /** The caller is responsible for maintaining the heightfield array; this @@ -72,12 +71,6 @@ subject to the following restrictions: ATTRIBUTE_ALIGNED16(class) btHeightfieldTerrainShape : public btConcaveShape { -public: - struct Range { - btScalar min; - btScalar max; - }; - protected: btVector3 m_localAabbMin; btVector3 m_localAabbMax; @@ -107,14 +100,9 @@ protected: btVector3 m_localScaling; - // Accelerator - Range *m_vboundsGrid; - int m_vboundsGridWidth; - int m_vboundsGridLength; - int m_vboundsChunkSize; - virtual btScalar getRawHeightFieldValue(int x, int y) const; void quantizeWithClamp(int* out, const btVector3& point, int isMax) const; + void getVertex(int x, int y, btVector3& vertex) const; /// protected initialization /** @@ -166,13 +154,6 @@ public: virtual void setLocalScaling(const btVector3& scaling); virtual const btVector3& getLocalScaling() const; - - void getVertex(int x,int y,btVector3& vertex) const; - - void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const; - - void buildAccelerator(int chunkSize=16); - void clearAccelerator(); //debugging virtual const char* getName() const { return "HEIGHTFIELD"; } |