Clean convex hull decomposition code

Remove unnecessary conversion between triangle data and vertex data
whenever possible.
This commit is contained in:
PouleyKetchoupp 2021-07-12 15:37:50 -07:00
parent 9d2cbe2c02
commit 788db5cf47
4 changed files with 53 additions and 117 deletions

View file

@ -37,11 +37,13 @@
class TriangleMesh : public Reference {
GDCLASS(TriangleMesh, Reference);
public:
struct Triangle {
Vector3 normal;
int indices[3];
};
private:
PoolVector<Triangle> triangles;
PoolVector<Vector3> vertices;
@ -86,8 +88,8 @@ public:
Vector3 get_area_normal(const AABB &p_aabb) const;
PoolVector<Face3> get_faces() const;
PoolVector<Triangle> get_triangles() const { return triangles; }
PoolVector<Vector3> get_vertices() const { return vertices; }
const PoolVector<Triangle> &get_triangles() const { return triangles; }
const PoolVector<Vector3> &get_vertices() const { return vertices; }
void get_indices(PoolVector<int> *r_triangles_indices) const;
void create(const PoolVector<Vector3> &p_faces);

View file

@ -32,48 +32,44 @@
#include "scene/resources/mesh.h"
#include "thirdparty/vhacd/public/VHACD.h"
static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces, int p_max_convex_hulls = -1) {
Vector<float> vertices;
vertices.resize(p_faces.size() * 9);
Vector<uint32_t> indices;
indices.resize(p_faces.size() * 3);
for (int i = 0; i < p_faces.size(); i++) {
for (int j = 0; j < 3; j++) {
vertices.write[i * 9 + j * 3 + 0] = p_faces[i].vertex[j].x;
vertices.write[i * 9 + j * 3 + 1] = p_faces[i].vertex[j].y;
vertices.write[i * 9 + j * 3 + 2] = p_faces[i].vertex[j].z;
indices.write[i * 3 + j] = i * 3 + j;
}
}
static Vector<PoolVector<Vector3>> convex_decompose(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, int p_max_convex_hulls = -1, Vector<PoolVector<uint32_t>> *r_convex_indices = nullptr) {
VHACD::IVHACD::Parameters params;
if (p_max_convex_hulls > 0) {
params.m_maxConvexHulls = p_max_convex_hulls;
}
VHACD::IVHACD *decomposer = VHACD::CreateVHACD();
decomposer->Compute(vertices.ptr(), vertices.size() / 3, indices.ptr(), indices.size() / 3, params);
decomposer->Compute(p_vertices, p_vertex_count, p_triangles, p_triangle_count, params);
int hull_count = decomposer->GetNConvexHulls();
Vector<Vector<Face3>> ret;
Vector<PoolVector<Vector3>> ret;
ret.resize(hull_count);
if (r_convex_indices) {
r_convex_indices->resize(hull_count);
}
for (int i = 0; i < hull_count; i++) {
Vector<Face3> triangles;
VHACD::IVHACD::ConvexHull hull;
decomposer->GetConvexHull(i, hull);
triangles.resize(hull.m_nTriangles);
for (uint32_t j = 0; j < hull.m_nTriangles; j++) {
Face3 f;
PoolVector<Vector3> &points = ret.write[i];
points.resize(hull.m_nPoints);
PoolVector<Vector3>::Write w = points.write();
for (uint32_t j = 0; j < hull.m_nPoints; ++j) {
for (int k = 0; k < 3; k++) {
for (int l = 0; l < 3; l++) {
f.vertex[k][l] = hull.m_points[hull.m_triangles[j * 3 + k] * 3 + l];
}
w[j][k] = hull.m_points[j * 3 + k];
}
triangles.write[j] = f;
}
ret.push_back(triangles);
if (r_convex_indices) {
PoolVector<uint32_t> &indices = r_convex_indices->write[i];
indices.resize(hull.m_nTriangles * 3);
memcpy(indices.write().ptr(), hull.m_triangles, hull.m_nTriangles * 3 * sizeof(uint32_t));
}
}
decomposer->Clean();
@ -83,9 +79,9 @@ static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces, int
}
void register_vhacd_types() {
Mesh::convex_composition_function = convex_decompose;
Mesh::convex_decomposition_function = convex_decompose;
}
void unregister_vhacd_types() {
Mesh::convex_composition_function = nullptr;
Mesh::convex_decomposition_function = nullptr;
}

View file

@ -40,7 +40,7 @@
#include <stdlib.h>
Mesh::ConvexDecompositionFunc Mesh::convex_composition_function = nullptr;
Mesh::ConvexDecompositionFunc Mesh::convex_decomposition_function = nullptr;
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid()) {
@ -170,64 +170,6 @@ PoolVector<Face3> Mesh::get_faces() const {
return tm->get_faces();
}
return PoolVector<Face3>();
/*
for (int i=0;i<surfaces.size();i++) {
if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
continue;
PoolVector<int> indices;
PoolVector<Vector3> vertices;
vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
bool has_indices;
if (len>0) {
indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
has_indices=true;
} else {
len=vertices.size();
has_indices=false;
}
if (len<=0)
continue;
PoolVector<int>::Read indicesr = indices.read();
const int *indicesptr = indicesr.ptr();
PoolVector<Vector3>::Read verticesr = vertices.read();
const Vector3 *verticesptr = verticesr.ptr();
int old_faces=faces.size();
int new_faces=old_faces+(len/3);
faces.resize(new_faces);
PoolVector<Face3>::Write facesw = faces.write();
Face3 *facesptr=facesw.ptr();
for (int i=0;i<len/3;i++) {
Face3 face;
for (int j=0;j<3;j++) {
int idx=i*3+j;
face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
}
facesptr[i+old_faces]=face;
}
}
*/
}
Ref<Shape> Mesh::create_convex_shape(bool p_clean, bool p_simplify) const {
@ -567,41 +509,37 @@ void Mesh::clear_cache() const {
}
Vector<Ref<Shape>> Mesh::convex_decompose(int p_max_convex_hulls) const {
ERR_FAIL_COND_V(!convex_composition_function, Vector<Ref<Shape>>());
ERR_FAIL_COND_V(!convex_decomposition_function, Vector<Ref<Shape>>());
PoolVector<Face3> faces = get_faces();
Vector<Face3> f3;
f3.resize(faces.size());
PoolVector<Face3>::Read f = faces.read();
for (int i = 0; i < f3.size(); i++) {
f3.write[i] = f[i];
Ref<TriangleMesh> tm = generate_triangle_mesh();
ERR_FAIL_COND_V(!tm.is_valid(), Vector<Ref<Shape>>());
const PoolVector<TriangleMesh::Triangle> &triangles = tm->get_triangles();
int triangle_count = triangles.size();
PoolVector<uint32_t> indices;
{
indices.resize(triangle_count * 3);
PoolVector<uint32_t>::Write w = indices.write();
PoolVector<TriangleMesh::Triangle>::Read triangles_read = triangles.read();
for (int i = 0; i < triangle_count; i++) {
for (int j = 0; j < 3; j++) {
w[i * 3 + j] = triangles_read[i].indices[j];
}
}
}
Vector<Vector<Face3>> decomposed = convex_composition_function(f3, p_max_convex_hulls);
const PoolVector<Vector3> &vertices = tm->get_vertices();
int vertex_count = vertices.size();
Vector<PoolVector<Vector3>> decomposed = convex_decomposition_function((real_t *)vertices.read().ptr(), vertex_count, indices.read().ptr(), triangle_count, p_max_convex_hulls, nullptr);
Vector<Ref<Shape>> ret;
for (int i = 0; i < decomposed.size(); i++) {
Set<Vector3> points;
for (int j = 0; j < decomposed[i].size(); j++) {
points.insert(decomposed[i][j].vertex[0]);
points.insert(decomposed[i][j].vertex[1]);
points.insert(decomposed[i][j].vertex[2]);
}
PoolVector<Vector3> convex_points;
convex_points.resize(points.size());
{
PoolVector<Vector3>::Write w = convex_points.write();
int idx = 0;
for (Set<Vector3>::Element *E = points.front(); E; E = E->next()) {
w[idx++] = E->get();
}
}
Ref<ConvexPolygonShape> shape;
shape.instance();
shape->set_points(convex_points);
shape->set_points(decomposed[i]);
ret.push_back(shape);
}

View file

@ -147,9 +147,9 @@ public:
Size2 get_lightmap_size_hint() const;
void clear_cache() const;
typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &p_faces, int p_max_convex_hulls);
typedef Vector<PoolVector<Vector3>> (*ConvexDecompositionFunc)(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, int p_max_convex_hulls, Vector<PoolVector<uint32_t>> *r_convex_indices);
static ConvexDecompositionFunc convex_composition_function;
static ConvexDecompositionFunc convex_decomposition_function;
Vector<Ref<Shape>> convex_decompose(int p_max_convex_hulls = -1) const;