applied patch contributed by Tim Johansson: adds support for multiple mesh parts in combination with bvh, add short index support for meshes.
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@@ -141,12 +141,13 @@ void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,co
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nodeSubPart);
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int* gfxbase = (int*)(indexbase+nodeTriangleIndex*indexstride);
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btAssert(indicestype==PHY_INTEGER||indicestype==PHY_SHORT);
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const btVector3& meshScaling = m_meshInterface->getScaling();
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for (int j=2;j>=0;j--)
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{
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int graphicsindex = gfxbase[j];
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int graphicsindex = indicestype==PHY_SHORT?((short*)gfxbase)[j]:gfxbase[j];
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#ifdef DEBUG_TRIANGLE_MESH
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@@ -95,7 +95,9 @@ void btOptimizedBvh::build(btStridingMeshInterface* triangles, bool useQuantized
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virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex)
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{
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btAssert(partId==0);
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// The partId and triangle index must fit in the same (positive) integer
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btAssert(partId < (1<<MAX_NUM_PARTS_IN_BITS));
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btAssert(triangleIndex < (1<<(31-MAX_NUM_PARTS_IN_BITS)));
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//negative indices are reserved for escapeIndex
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btAssert(triangleIndex>=0);
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@@ -132,7 +134,7 @@ void btOptimizedBvh::build(btStridingMeshInterface* triangles, bool useQuantized
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m_optimizedTree->quantizeWithClamp(&node.m_quantizedAabbMin[0],aabbMin);
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m_optimizedTree->quantizeWithClamp(&node.m_quantizedAabbMax[0],aabbMax);
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node.m_escapeIndexOrTriangleIndex = triangleIndex;
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node.m_escapeIndexOrTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex;
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m_triangleNodes.push_back(node);
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}
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@@ -256,7 +258,7 @@ void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int f
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btAssert(m_useQuantization);
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int nodeSubPart=0;
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int curNodeSubPart=-1;
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//get access info to trianglemesh data
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const unsigned char *vertexbase;
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@@ -267,7 +269,6 @@ void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int f
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int indexstride;
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int numfaces;
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PHY_ScalarType indicestype;
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meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,nodeSubPart);
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btVector3 triangleVerts[3];
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btVector3 aabbMin,aabbMax;
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@@ -282,7 +283,15 @@ void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int f
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if (curNode.isLeafNode())
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{
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//recalc aabb from triangle data
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int nodeSubPart = curNode.getPartId();
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int nodeTriangleIndex = curNode.getTriangleIndex();
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if (nodeSubPart != curNodeSubPart)
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{
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if (curNodeSubPart >= 0)
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meshInterface->unLockReadOnlyVertexBase(curNodeSubPart);
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meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,nodeSubPart);
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btAssert(indicestype==PHY_INTEGER||indicestype==PHY_SHORT);
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}
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//triangles->getLockedReadOnlyVertexIndexBase(vertexBase,numVerts,
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int* gfxbase = (int*)(indexbase+nodeTriangleIndex*indexstride);
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@@ -291,7 +300,7 @@ void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int f
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for (int j=2;j>=0;j--)
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{
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int graphicsindex = gfxbase[j];
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int graphicsindex = indicestype==PHY_SHORT?((short*)gfxbase)[j]:gfxbase[j];
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btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
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#ifdef DEBUG_PATCH_COLORS
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btVector3 mycolor = color[index&3];
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@@ -347,7 +356,8 @@ void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int f
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}
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meshInterface->unLockReadOnlyVertexBase(nodeSubPart);
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if (curNodeSubPart >= 0)
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meshInterface->unLockReadOnlyVertexBase(curNodeSubPart);
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}
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@@ -713,7 +723,7 @@ void btOptimizedBvh::walkRecursiveQuantizedTreeAgainstQueryAabb(const btQuantize
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{
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if (isLeafNode)
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{
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nodeCallback->processNode(0,currentNode->getTriangleIndex());
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nodeCallback->processNode(currentNode->getPartId(),currentNode->getTriangleIndex());
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} else
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{
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//process left and right children
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@@ -776,7 +786,7 @@ void btOptimizedBvh::walkStacklessQuantizedTree(btNodeOverlapCallback* nodeCallb
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if (isLeafNode && aabbOverlap)
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{
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nodeCallback->processNode(0,rootNode->getTriangleIndex());
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nodeCallback->processNode(rootNode->getPartId(),rootNode->getTriangleIndex());
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}
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//PCK: unsigned instead of bool
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@@ -31,6 +31,9 @@ class btStridingMeshInterface;
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//Note: currently we have 16 bytes per quantized node
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#define MAX_SUBTREE_SIZE_IN_BYTES 2048
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// 10 gives the potential for 1024 parts, with at most 2^21 (2097152) (minus one
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// actually) triangles each (since the sign bit is reserved
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#define MAX_NUM_PARTS_IN_BITS 10
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///btQuantizedBvhNode is a compressed aabb node, 16 bytes.
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///Node can be used for leafnode or internal node. Leafnodes can point to 32-bit triangle index (non-negative range).
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@@ -57,7 +60,14 @@ ATTRIBUTE_ALIGNED16 (struct) btQuantizedBvhNode
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int getTriangleIndex() const
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{
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btAssert(isLeafNode());
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return m_escapeIndexOrTriangleIndex;
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// Get only the lower bits where the triangle index is stored
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return (m_escapeIndexOrTriangleIndex&~((~0)<<(31-MAX_NUM_PARTS_IN_BITS)));
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}
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int getPartId() const
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{
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btAssert(isLeafNode());
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// Get only the highest bits where the part index is stored
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return (m_escapeIndexOrTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
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}
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}
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;
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@@ -54,7 +54,7 @@ void btTriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char **vertex
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(*indexbase) = (unsigned char *)mesh.m_triangleIndexBase;
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indexstride = mesh.m_triangleIndexStride;
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indicestype = PHY_INTEGER;
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indicestype = mesh.m_indexType;
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}
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void btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart) const
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@@ -73,6 +73,6 @@ void btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned
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numfaces = mesh.m_numTriangles;
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(*indexbase) = (const unsigned char *)mesh.m_triangleIndexBase;
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indexstride = mesh.m_triangleIndexStride;
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indicestype = PHY_INTEGER;
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indicestype = mesh.m_indexType;
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}
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@@ -34,7 +34,10 @@ ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
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int m_numVertices;
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const unsigned char * m_vertexBase;
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int m_vertexStride;
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int pad[2];
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// The index type is set when adding an indexed mesh to the
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// btTriangleIndexVertexArray, do not set it manually
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PHY_ScalarType m_indexType;
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int pad;
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}
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;
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@@ -64,9 +67,10 @@ public:
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//just to be backwards compatible
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btTriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
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void addIndexedMesh(const btIndexedMesh& mesh)
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void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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{
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m_indexedMeshes.push_back(mesh);
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m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
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}
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