support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.
Remove constructor from b3Vector3, to make it a POD type, so it can go into a union (and more compatible with OpenCL float4) Use b3MakeVector3 instead of constructor Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h Improve PairBench a bit, show timings and #overlapping pairs. Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
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@@ -47,7 +47,7 @@ GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(std::vector<tinyobj
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//b3Vector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
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if (1)
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{
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b3Vector3 normal(0,1,0);
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b3Vector3 normal=b3MakeVector3(0,1,0);
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int vtxBaseIndex = vertices->size();
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@@ -81,9 +81,9 @@ GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(std::vector<tinyobj
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vtx2.uv[1] = 0.5f;
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b3Vector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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b3Vector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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b3Vector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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b3Vector3 v0=b3MakeVector3(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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b3Vector3 v1=b3MakeVector3(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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b3Vector3 v2=b3MakeVector3(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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normal = (v1-v0).cross(v2-v0);
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normal.normalize();
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@@ -163,13 +163,13 @@ void ConcaveScene::createConcaveMesh(const ConstructionInfo& ci, const char* fil
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for (int j=0;j<3;j++)
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shape->m_vertices->at(i).xyzw[j] += shift[j];
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b3Vector3 vtx(shape->m_vertices->at(i).xyzw[0],
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b3Vector3 vtx=b3MakeVector3(shape->m_vertices->at(i).xyzw[0],
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shape->m_vertices->at(i).xyzw[1],
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shape->m_vertices->at(i).xyzw[2]);
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verts.push_back(vtx*scaling);
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}
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,b3Vector3(1,1,1));
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,b3MakeVector3(1,1,1));
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{
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int strideInBytes = 9*sizeof(float);
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@@ -182,12 +182,12 @@ void ConcaveScene::createConcaveMesh(const ConstructionInfo& ci, const char* fil
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int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color(0.3,0.3,1,1.f);//0.5);//1.f
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b3Vector4 color=b3MakeVector4(0.3,0.3,1,1.f);//0.5);//1.f
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{
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float mass = 0.f;
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b3Vector3 position(0,0,0);
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b3Vector3 position=b3MakeVector3(0,0,0);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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index++;
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@@ -222,9 +222,9 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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char* fileName = "samurai_monastry.obj";
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// char* fileName = "teddy2_VHACD_CHs.obj";
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b3Vector3 shift1(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector3 shift1=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector4 scaling(10,10,10,1);
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b3Vector4 scaling=b3MakeVector4(10,10,10,1);
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// createConcaveMesh(ci,"plane100.obj",shift1,scaling);
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//createConcaveMesh(ci,"plane100.obj",shift,scaling);
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@@ -247,12 +247,12 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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int mask=1;
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int index=0;
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{
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b3Vector4 scaling(400,1.,400,1);
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b3Vector4 scaling=b3MakeVector4(400,1.,400,1);
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int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
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b3Vector3 position(0,-2,0);
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b3Vector3 position=b3MakeVector3(0,-2,0);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color(0,0,1,1);
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b3Vector4 color=b3MakeVector4(0,0,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
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@@ -268,7 +268,7 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraPitch(45);
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(155);
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m_instancingRenderer->setCameraDistance(355);
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char msg[1024];
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int numInstances = m_data->m_rigidBodyPipeline->getNumBodies();
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sprintf(msg,"Num objects = %d",numInstances);
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@@ -296,15 +296,15 @@ void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
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int curColor = 0;
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b3Vector4 colors[4] =
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{
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b3Vector4(1,1,1,1),
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b3Vector4(1,1,0.3,1),
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b3Vector4(0.3,1,1,1),
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b3Vector4(0.3,0.3,1,1),
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b3MakeVector4(1,1,1,1),
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b3MakeVector4(1,1,0.3,1),
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b3MakeVector4(0.3,1,1,1),
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b3MakeVector4(0.3,0.3,1,1),
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};
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b3ConvexUtility* utilPtr = new b3ConvexUtility();
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b3Vector4 scaling(1,1,1,1);
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b3Vector4 scaling=b3MakeVector4(1,1,1,1);
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{
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b3AlignedObjectArray<b3Vector3> verts;
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@@ -313,7 +313,7 @@ void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
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for (int i=0;i<numVertices;i++)
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{
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float* vertex = (float*) &vts[i*strideInBytes];
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verts.push_back(b3Vector3(vertex[0]*scaling[0],vertex[1]*scaling[1],vertex[2]*scaling[2]));
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verts.push_back(b3MakeVector3(vertex[0]*scaling[0],vertex[1]*scaling[1],vertex[2]*scaling[2]));
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}
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bool merge = true;
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@@ -342,7 +342,7 @@ void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
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float mass = 1;
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//b3Vector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
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b3Vector3 position(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,3+j*CONCAVE_GAPY,-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
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b3Vector3 position=b3MakeVector3(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,3+j*CONCAVE_GAPY,-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color = colors[curColor];
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@@ -380,8 +380,8 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
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//char* fileName = "cube_offset.obj";
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b3Vector3 shift(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector4 scaling(1,1,1,1);
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b3Vector3 shift=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector4 scaling=b3MakeVector4(1,1,1,1);
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const char* prefix[]={"./data/","../data/","../../data/","../../../data/","../../../../data/"};
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int prefixIndex=-1;
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@@ -455,7 +455,7 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
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//for now, only support polyhedral child shapes
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b3GpuChildShape child;
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b3Vector3 pos(0,0,0);
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b3Vector3 pos=b3MakeVector3(0,0,0);
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b3Quaternion orn(0,0,0,1);
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for (int v=0;v<4;v++)
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{
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@@ -479,11 +479,11 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
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}
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b3Vector3 center(0,0,0);
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b3Vector3 center=b3MakeVector3(0,0,0);
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b3AlignedObjectArray<GLInstanceVertex> tmpVertices;
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//add transformed graphics vertices and indices
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b3Vector3 myScaling(50,50,50);//300,300,300);
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b3Vector3 myScaling=b3MakeVector3(50,50,50);//300,300,300);
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for (int v=0;v<numVertices;v++)
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{
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GLInstanceVertex vert;
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@@ -547,10 +547,10 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
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b3Vector4 colors[4] =
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{
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b3Vector4(1,0,0,1),
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b3Vector4(0,1,0,1),
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b3Vector4(0,0,1,1),
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b3Vector4(0,1,1,1),
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b3MakeVector4(1,0,0,1),
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b3MakeVector4(0,1,0,1),
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b3MakeVector4(0,0,1,1),
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b3MakeVector4(0,1,1,1),
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};
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int curColor = 0;
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@@ -564,15 +564,15 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
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float mass = 1;//j==0? 0.f : 1.f;
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//b3Vector3 position(i*10*ci.gapX,j*ci.gapY,k*10*ci.gapZ);
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b3Vector3 position(i*10*ci.gapX,10+j*10*ci.gapY,k*10*ci.gapZ);
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b3Vector3 position=b3MakeVector3(i*10*ci.gapX,10+j*10*ci.gapY,k*10*ci.gapZ);
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// b3Quaternion orn(0,0,0,1);
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b3Quaternion orn(b3Vector3(0,0,1),1.8);
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b3Quaternion orn(b3MakeVector3(0,0,1),1.8);
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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b3Vector4 scaling(1,1,1,1);
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b3Vector4 scaling=b3MakeVector4(1,1,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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@@ -612,9 +612,9 @@ void ConcaveCompoundScene::createDynamicObjects(const ConstructionInfo& ci)
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b3Vector3 childPositions[3] = {
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b3Vector3(0,-2,0),
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b3Vector3(0,0,0),
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b3Vector3(0,0,2)
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b3MakeVector3(0,-2,0),
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b3MakeVector3(0,0,0),
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b3MakeVector3(0,0,2)
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};
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b3AlignedObjectArray<b3GpuChildShape> childShapes;
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@@ -645,7 +645,7 @@ b3Vector3 childPositions[3] = {
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for (int v=0;v<numVertices;v++)
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{
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GLInstanceVertex vert = cubeVerts[v];
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b3Vector3 vertPos(vert.xyzw[0],vert.xyzw[1],vert.xyzw[2]);
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b3Vector3 vertPos=b3MakeVector3(vert.xyzw[0],vert.xyzw[1],vert.xyzw[2]);
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b3Vector3 newPos = tr*vertPos;
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vert.xyzw[0] = newPos[0];
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vert.xyzw[1] = newPos[1];
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@@ -664,10 +664,10 @@ b3Vector3 childPositions[3] = {
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b3Vector4 colors[4] =
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{
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b3Vector4(1,0,0,1),
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b3Vector4(0,1,0,1),
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b3Vector4(0,0,1,1),
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b3Vector4(0,1,1,1),
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b3MakeVector4(1,0,0,1),
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b3MakeVector4(0,1,0,1),
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b3MakeVector4(0,0,1,1),
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b3MakeVector4(0,1,1,1),
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};
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int curColor = 0;
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@@ -680,14 +680,14 @@ b3Vector3 childPositions[3] = {
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{
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float mass = 1;//j==0? 0.f : 1.f;
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b3Vector3 position((-ci.arraySizeX/2+i)*ci.gapX,50+j*ci.gapY,(-ci.arraySizeZ/2+k)*ci.gapZ);
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b3Vector3 position=b3MakeVector3((-ci.arraySizeX/2+i)*ci.gapX,50+j*ci.gapY,(-ci.arraySizeZ/2+k)*ci.gapZ);
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//b3Quaternion orn(0,0,0,1);
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b3Quaternion orn(b3Vector3(1,0,0),0.7);
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b3Quaternion orn(b3MakeVector3(1,0,0),0.7);
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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b3Vector4 scaling(1,1,1,1);
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b3Vector4 scaling=b3MakeVector4(1,1,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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@@ -715,10 +715,10 @@ void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci)
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{
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b3Vector4 colors[4] =
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{
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b3Vector4(1,0,0,1),
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b3Vector4(0,1,0,1),
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b3Vector4(0,1,1,1),
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b3Vector4(1,1,0,1),
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b3MakeVector4(1,0,0,1),
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b3MakeVector4(0,1,0,1),
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b3MakeVector4(0,1,1,1),
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b3MakeVector4(1,1,0,1),
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};
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int index=0;
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@@ -737,7 +737,7 @@ void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci)
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float mass = 1.f;
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b3Vector3 position(-(ci.arraySizeX/2)*8+i*8,50+j*8,-(ci.arraySizeZ/2)*8+k*8);
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b3Vector3 position=b3MakeVector3(-(ci.arraySizeX/2)*8+i*8,50+j*8,-(ci.arraySizeZ/2)*8+k*8);
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//b3Vector3 position(0,-41,0);//0,0,0);//i*radius*3,-41+j*radius*3,k*radius*3);
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@@ -746,7 +746,7 @@ void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci)
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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b3Vector4 scaling(radius,radius,radius,1);
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b3Vector4 scaling=b3MakeVector4(radius,radius,radius,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(prevGraphicsShapeIndex,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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