* Add capability to serialize BVH data structure for MeshCollisionShape when native bullet is used (see http://hub.jmonkeyengine.org/forum/topic/meshcollisionshape-serialize/)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10825 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -31,11 +31,14 @@
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*/
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/**
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* Author: Normen Hansen
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*/
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* Author: Normen Hansen
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*/
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#include "com_jme3_bullet_collision_shapes_MeshCollisionShape.h"
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#include "jmeBulletUtil.h"
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#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#ifdef __cplusplus
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extern "C" {
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@ -47,24 +50,58 @@ extern "C" {
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* Signature: (J)J
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*/
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JNIEXPORT jlong JNICALL Java_com_jme3_bullet_collision_shapes_MeshCollisionShape_createShape
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(JNIEnv * env, jobject object, jlong arrayId) {
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(JNIEnv* env, jobject object,jboolean isMemoryEfficient,jboolean buildBVH, jlong arrayId) {
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jmeClasses::initJavaClasses(env);
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btTriangleIndexVertexArray* array = reinterpret_cast<btTriangleIndexVertexArray*>(arrayId);
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(array, true, true);
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(array, isMemoryEfficient, buildBVH);
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return reinterpret_cast<jlong>(shape);
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}
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JNIEXPORT jbyteArray JNICALL Java_com_jme3_bullet_collision_shapes_MeshCollisionShape_saveBVH(JNIEnv* env, jobject, jlong meshobj){
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btBvhTriangleMeshShape* mesh = reinterpret_cast<btBvhTriangleMeshShape*>(meshobj);
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btOptimizedBvh* bvh = mesh->getOptimizedBvh();
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unsigned int ssize = bvh->calculateSerializeBufferSize();
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char* buffer = (char*)btAlignedAlloc(ssize, 16);
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bool success = bvh->serialize(buffer, ssize, true);
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if(!success){
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jclass newExc = env->FindClass("java/lang/RuntimeException");
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env->ThrowNew(newExc, "Unableto Serialize, native error reported");
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}
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jbyteArray byteArray = env->NewByteArray(ssize);
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env->SetByteArrayRegion(byteArray, 0, ssize , (jbyte*) buffer);
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btAlignedFree(buffer);
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return byteArray;
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};
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JNIEXPORT jlong JNICALL Java_com_jme3_bullet_collision_shapes_MeshCollisionShape_setBVH(JNIEnv* env, jobject,jbyteArray bytearray,jlong meshobj){
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int len = env->GetArrayLength (bytearray);
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void* buffer = btAlignedAlloc(len, 16);
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env->GetByteArrayRegion (bytearray, 0, len, reinterpret_cast<jbyte*>(buffer));
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btOptimizedBvh* bhv = btOptimizedBvh::deSerializeInPlace(buffer, len, true);
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btBvhTriangleMeshShape* mesh = reinterpret_cast<btBvhTriangleMeshShape*>(meshobj);
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mesh->setOptimizedBvh(bhv);
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return reinterpret_cast<jlong>(buffer);
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};
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/*
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* Class: com_jme3_bullet_collision_shapes_MeshCollisionShape
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* Method: finalizeNative
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* Signature: (J)V
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*/
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JNIEXPORT void JNICALL Java_com_jme3_bullet_collision_shapes_MeshCollisionShape_finalizeNative
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(JNIEnv * env, jobject object, jlong arrayId){
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(JNIEnv* env, jobject object, jlong arrayId,jlong nativeBVHBuffer){
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btTriangleIndexVertexArray* array = reinterpret_cast<btTriangleIndexVertexArray*>(arrayId);
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delete(array);
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if (nativeBVHBuffer > 0) {
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void* buffer = reinterpret_cast<void*>(nativeBVHBuffer);
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btAlignedFree(buffer);
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}
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}
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#ifdef __cplusplus
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}
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#endif
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@ -31,6 +31,13 @@
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*/
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package com.jme3.bullet.collision.shapes;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.jme3.bullet.util.NativeMeshUtil;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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@ -40,41 +47,91 @@ import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* Basic mesh collision shape
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*
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* @author normenhansen
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*/
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public class MeshCollisionShape extends CollisionShape {
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private static final String VERTEX_BASE = "vertexBase";
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private static final String TRIANGLE_INDEX_BASE = "triangleIndexBase";
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private static final String TRIANGLE_INDEX_STRIDE = "triangleIndexStride";
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private static final String VERTEX_STRIDE = "vertexStride";
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private static final String NUM_TRIANGLES = "numTriangles";
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private static final String NUM_VERTICES = "numVertices";
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private static final String NATIVE_BVH = "nativeBvh";
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protected int numVertices, numTriangles, vertexStride, triangleIndexStride;
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protected ByteBuffer triangleIndexBase, vertexBase;
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protected long meshId = 0;
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protected long nativeBVHBuffer = 0;
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private boolean memoryOptimized;
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public MeshCollisionShape() {
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}
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/**
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* creates a collision shape from the given TriMesh
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* @param mesh the TriMesh to use
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* Creates a collision shape from the given Mesh.
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* Default behavior, more optimized for memory usage.
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*
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* @param mesh
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*/
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public MeshCollisionShape(Mesh mesh) {
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createCollisionMesh(mesh);
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this(mesh, true);
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}
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/**
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* Creates a collision shape from the given Mesh.
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* <code>memoryOptimized</code> determines if optimized instead of
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* quantized BVH will be used.
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* Internally, <code>memoryOptimized</code> BVH is slower to calculate (~4x)
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* but also smaller (~0.5x).
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* It is preferable to use the memory optimized version and then serialize
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* the resulting MeshCollisionshape as this will also save the
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* generated BVH.
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* An exception can be procedurally / generated collision shapes, where
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* the generation time is more of a concern
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*
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* @param mesh the Mesh to use
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* @param memoryOptimized True to generate a memory optimized BVH,
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* false to generate quantized BVH.
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*/
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public MeshCollisionShape(final Mesh mesh, final boolean memoryOptimized) {
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this.memoryOptimized = memoryOptimized;
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this.createCollisionMesh(mesh);
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}
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/**
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* Advanced constructor, usually you don’t want to use this, but the Mesh
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* based one. Passing false values can lead to a crash, use at own risk
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*
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* This constructor bypasses all copy logic normally used, this allows for
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* faster bullet shape generation when using procedurally generated Meshes.
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*
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*
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* @param indices the raw index buffer
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* @param vertices the raw vertex buffer
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* @param memoryOptimized use quantisize BVH, uses less memory, but slower
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*/
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public MeshCollisionShape(ByteBuffer indices, ByteBuffer vertices, boolean memoryOptimized) {
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this.triangleIndexBase = indices;
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this.vertexBase = vertices;
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this.numVertices = vertices.limit() / 4 / 3;
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this.numTriangles = this.triangleIndexBase.limit() / 4 / 3;
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this.vertexStride = 12;
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this.triangleIndexStride = 12;
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this.memoryOptimized = memoryOptimized;
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this.createShape(true);
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}
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private void createCollisionMesh(Mesh mesh) {
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triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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numVertices = mesh.getVertexCount();
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vertexStride = 12; //3 verts * 4 bytes per.
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numTriangles = mesh.getTriangleCount();
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triangleIndexStride = 12; //3 index entries * 4 bytes each.
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this.triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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this.vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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this.numVertices = mesh.getVertexCount();
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this.vertexStride = 12; // 3 verts * 4 bytes per.
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this.numTriangles = mesh.getTriangleCount();
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this.triangleIndexStride = 12; // 3 index entries * 4 bytes each.
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IndexBuffer indices = mesh.getIndicesAsList();
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FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
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@ -93,69 +150,86 @@ public class MeshCollisionShape extends CollisionShape {
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vertices.rewind();
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vertices.clear();
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createShape();
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this.createShape(true);
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}
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@Override
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public void write(final JmeExporter ex) throws IOException {
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super.write(ex);
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OutputCapsule capsule = ex.getCapsule(this);
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capsule.write(numVertices, MeshCollisionShape.NUM_VERTICES, 0);
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capsule.write(numTriangles, MeshCollisionShape.NUM_TRIANGLES, 0);
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capsule.write(vertexStride, MeshCollisionShape.VERTEX_STRIDE, 0);
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capsule.write(triangleIndexStride, MeshCollisionShape.TRIANGLE_INDEX_STRIDE, 0);
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triangleIndexBase.position(0);
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byte[] triangleIndexBasearray = new byte[triangleIndexBase.limit()];
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triangleIndexBase.get(triangleIndexBasearray);
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capsule.write(triangleIndexBasearray, MeshCollisionShape.TRIANGLE_INDEX_BASE, null);
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vertexBase.position(0);
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byte[] vertexBaseArray = new byte[vertexBase.limit()];
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vertexBase.get(vertexBaseArray);
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capsule.write(vertexBaseArray, MeshCollisionShape.VERTEX_BASE, null);
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if (memoryOptimized) {
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byte[] data = saveBVH(objectId);
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capsule.write(data, MeshCollisionShape.NATIVE_BVH, null);
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}
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}
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@Override
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public void read(final JmeImporter im) throws IOException {
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super.read(im);
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InputCapsule capsule = im.getCapsule(this);
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this.numVertices = capsule.readInt(MeshCollisionShape.NUM_VERTICES, 0);
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this.numTriangles = capsule.readInt(MeshCollisionShape.NUM_TRIANGLES, 0);
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this.vertexStride = capsule.readInt(MeshCollisionShape.VERTEX_STRIDE, 0);
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this.triangleIndexStride = capsule.readInt(MeshCollisionShape.TRIANGLE_INDEX_STRIDE, 0);
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this.triangleIndexBase = BufferUtils.createByteBuffer(capsule.readByteArray(MeshCollisionShape.TRIANGLE_INDEX_BASE, null));
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this.vertexBase = BufferUtils.createByteBuffer(capsule.readByteArray(MeshCollisionShape.VERTEX_BASE, null));
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byte[] nativeBvh = capsule.readByteArray(MeshCollisionShape.NATIVE_BVH, null);
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if (nativeBvh == null) {
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// Either using non memory optimized BVH or old J3O file
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memoryOptimized = false;
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createShape(true);
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} else {
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// Using memory optimized BVH, load from J3O, then assign it.
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memoryOptimized = true;
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createShape(false);
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nativeBVHBuffer = setBVH(nativeBvh, this.objectId);
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}
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}
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private void createShape(boolean buildBvt) {
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this.meshId = NativeMeshUtil.createTriangleIndexVertexArray(this.triangleIndexBase, this.vertexBase, this.numTriangles, this.numVertices, this.vertexStride, this.triangleIndexStride);
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(this.meshId));
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this.objectId = createShape(memoryOptimized, buildBvt, this.meshId);
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(this.objectId));
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this.setScale(this.scale);
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this.setMargin(this.margin);
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}
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/**
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* creates a jme mesh from the collision shape, only needed for debugging
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* returns the pointer to the native buffer used by the in place
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* de-serialized shape, must be freed when not used anymore!
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*/
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// public Mesh createJmeMesh(){
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// return Converter.convert(bulletMesh);
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// }
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public void write(JmeExporter ex) throws IOException {
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super.write(ex);
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OutputCapsule capsule = ex.getCapsule(this);
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capsule.write(numVertices, "numVertices", 0);
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capsule.write(numTriangles, "numTriangles", 0);
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capsule.write(vertexStride, "vertexStride", 0);
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capsule.write(triangleIndexStride, "triangleIndexStride", 0);
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capsule.write(triangleIndexBase.array(), "triangleIndexBase", new byte[0]);
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capsule.write(vertexBase.array(), "vertexBase", new byte[0]);
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}
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public void read(JmeImporter im) throws IOException {
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super.read(im);
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InputCapsule capsule = im.getCapsule(this);
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numVertices = capsule.readInt("numVertices", 0);
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numTriangles = capsule.readInt("numTriangles", 0);
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vertexStride = capsule.readInt("vertexStride", 0);
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triangleIndexStride = capsule.readInt("triangleIndexStride", 0);
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triangleIndexBase = ByteBuffer.wrap(capsule.readByteArray("triangleIndexBase", new byte[0]));
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vertexBase = ByteBuffer.wrap(capsule.readByteArray("vertexBase", new byte[0])).order(ByteOrder.nativeOrder());
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createShape();
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}
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protected void createShape() {
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// bulletMesh = new IndexedMesh();
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// bulletMesh.numVertices = numVertices;
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// bulletMesh.numTriangles = numTriangles;
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// bulletMesh.vertexStride = vertexStride;
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// bulletMesh.triangleIndexStride = triangleIndexStride;
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// bulletMesh.triangleIndexBase = triangleIndexBase;
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// bulletMesh.vertexBase = vertexBase;
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// bulletMesh.triangleIndexBase = triangleIndexBase;
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// TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(numTriangles, triangleIndexBase, triangleIndexStride, numVertices, vertexBase, vertexStride);
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// objectId = new BvhTriangleMeshShape(tiv, true);
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// objectId.setLocalScaling(Converter.convert(getScale()));
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// objectId.setMargin(margin);
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meshId = NativeMeshUtil.createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(meshId));
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objectId = createShape(meshId);
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));
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setScale(scale);
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setMargin(margin);
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}
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private native long createShape(long meshId);
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private native long setBVH(byte[] buffer, long objectid);
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private native byte[] saveBVH(long objectId);
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private native long createShape(boolean memoryOptimized, boolean buildBvt, long meshId);
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@Override
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protected void finalize() throws Throwable {
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public void finalize() throws Throwable {
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super.finalize();
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Finalizing Mesh {0}", Long.toHexString(meshId));
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finalizeNative(meshId);
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Finalizing Mesh {0}", Long.toHexString(this.meshId));
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if (this.meshId > 0) {
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this.finalizeNative(this.meshId, this.nativeBVHBuffer);
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}
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}
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private native void finalizeNative(long objectId);
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}
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private native void finalizeNative(long objectId, long nativeBVHBuffer);
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}
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@ -57,14 +57,26 @@ public class MeshCollisionShape extends CollisionShape {
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public MeshCollisionShape() {
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}
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/**
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* creates a collision shape from the given TriMesh
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* @param mesh the TriMesh to use
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/**
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* Creates a collision shape from the given TriMesh
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*
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* @param mesh
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* the TriMesh to use
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*/
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public MeshCollisionShape(Mesh mesh) {
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this(mesh, false);
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}
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/**
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* API compatibility with native bullet.
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*
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* @param mesh the TriMesh to use
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* @param dummy Unused
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*/
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public MeshCollisionShape(Mesh mesh, boolean dummy) {
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createCollisionMesh(mesh, new Vector3f(1, 1, 1));
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}
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private void createCollisionMesh(Mesh mesh, Vector3f worldScale) {
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this.scale = worldScale;
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bulletMesh = Converter.convert(mesh);
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