summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--modules/bullet/shape_bullet.cpp8
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp19
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp420
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h21
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"; }