Merge pull request #28328 from godotengine/revert-25543-optimize_bullet_heightfield_raycast2
Revert "Implemented terrain raycast acceleration"
This commit is contained in:
commit
49b6423874
|
@ -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) {
|
||||
|
|
|
@ -22,7 +22,6 @@ subject to the following restrictions:
|
|||
#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/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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
/**
|
||||
|
@ -167,13 +155,6 @@ public:
|
|||
|
||||
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"; }
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue