Optimize short-trace test to only be done when particularly helpful

pull/3214/head
wareya 3 years ago
parent e23b0edda4
commit 8c0102e1ee

@ -203,7 +203,7 @@ namespace MWPhysics
if((newPosition - nextpos).length2() > 0.0001) if((newPosition - nextpos).length2() > 0.0001)
{ {
// trace to where character would go if there were no obstructions // trace to where character would go if there were no obstructions
tracer.doTrace(actor.mCollisionObject, newPosition, nextpos, collisionWorld); tracer.doTrace(actor.mCollisionObject, newPosition, nextpos, collisionWorld, actor.mIsOnGround);
// check for obstructions // check for obstructions
if(tracer.mFraction >= 1.0f) if(tracer.mFraction >= 1.0f)
@ -338,7 +338,7 @@ namespace MWPhysics
osg::Vec3f from = newPosition; osg::Vec3f from = newPosition;
auto dropDistance = 2*sGroundOffset + (actor.mIsOnGround ? sStepSizeDown : 0); auto dropDistance = 2*sGroundOffset + (actor.mIsOnGround ? sStepSizeDown : 0);
osg::Vec3f to = newPosition - osg::Vec3f(0,0,dropDistance); osg::Vec3f to = newPosition - osg::Vec3f(0,0,dropDistance);
tracer.doTrace(actor.mCollisionObject, from, to, collisionWorld); tracer.doTrace(actor.mCollisionObject, from, to, collisionWorld, actor.mIsOnGround);
if(tracer.mFraction < 1.0f) if(tracer.mFraction < 1.0f)
{ {
if (!isActor(tracer.mHitObject)) if (!isActor(tracer.mHitObject))

@ -36,7 +36,7 @@ namespace MWPhysics
// Stairstepping algorithms work by moving up to avoid the step, moving forwards, then moving back down onto the ground. // Stairstepping algorithms work by moving up to avoid the step, moving forwards, then moving back down onto the ground.
// This algorithm has a couple of minor problems, but they don't cause problems for sane geometry, and just prevent stepping on insane geometry. // This algorithm has a couple of minor problems, but they don't cause problems for sane geometry, and just prevent stepping on insane geometry.
mUpStepper.doTrace(mColObj, position, position + osg::Vec3f(0.0f, 0.0f, Constants::sStepSizeUp), mColWorld); mUpStepper.doTrace(mColObj, position, position + osg::Vec3f(0.0f, 0.0f, Constants::sStepSizeUp), mColWorld, onGround);
float upDistance = 0; float upDistance = 0;
if(!mUpStepper.mHitObject) if(!mUpStepper.mHitObject)
@ -117,7 +117,7 @@ namespace MWPhysics
downStepSize = upDistance; downStepSize = upDistance;
else else
downStepSize = moveDistance + upDistance + sStepSizeDown; downStepSize = moveDistance + upDistance + sStepSizeDown;
mDownStepper.doTrace(mColObj, tracerDest, tracerDest + osg::Vec3f(0.0f, 0.0f, -downStepSize), mColWorld); mDownStepper.doTrace(mColObj, tracerDest, tracerDest + osg::Vec3f(0.0f, 0.0f, -downStepSize), mColWorld, onGround);
// can't step down onto air, non-walkable-slopes, or actors // can't step down onto air, non-walkable-slopes, or actors
// NOTE: using a capsule causes isWalkableSlope (used in canStepDown) to fail on certain geometry that were intended to be valid at the bottoms of stairs // NOTE: using a capsule causes isWalkableSlope (used in canStepDown) to fail on certain geometry that were intended to be valid at the bottoms of stairs

@ -24,45 +24,57 @@ ActorConvexCallback sweepHelper(const btCollisionObject *actor, const btVector3&
assert(shape->isConvex()); assert(shape->isConvex());
const btVector3 motion = from - to; // FIXME: this is backwards; means ActorConvexCallback is doing dot product tests backwards too const btVector3 motion = from - to; // FIXME: this is backwards; means ActorConvexCallback is doing dot product tests backwards too
ActorConvexCallback newTraceCallback(actor, motion, btScalar(0.0), world); ActorConvexCallback traceCallback(actor, motion, btScalar(0.0), world);
// Inherit the actor's collision group and mask // Inherit the actor's collision group and mask
newTraceCallback.m_collisionFilterGroup = actor->getBroadphaseHandle()->m_collisionFilterGroup; traceCallback.m_collisionFilterGroup = actor->getBroadphaseHandle()->m_collisionFilterGroup;
newTraceCallback.m_collisionFilterMask = actor->getBroadphaseHandle()->m_collisionFilterMask; traceCallback.m_collisionFilterMask = actor->getBroadphaseHandle()->m_collisionFilterMask;
if(actorFilter) if(actorFilter)
newTraceCallback.m_collisionFilterMask &= ~CollisionType_Actor; traceCallback.m_collisionFilterMask &= ~CollisionType_Actor;
world->convexSweepTest(static_cast<const btConvexShape*>(shape), transFrom, transTo, newTraceCallback); world->convexSweepTest(static_cast<const btConvexShape*>(shape), transFrom, transTo, traceCallback);
return newTraceCallback; return traceCallback;
} }
void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world) void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world, bool attempt_short_trace)
{ {
const btVector3 btstart = Misc::Convert::toBullet(start); const btVector3 btstart = Misc::Convert::toBullet(start);
btVector3 btend = Misc::Convert::toBullet(end); btVector3 btend = Misc::Convert::toBullet(end);
bool do_fallback = false; // Because Bullet's collision trace tests touch *all* geometry in its path, a lot of long collision tests
if((btend-btstart).length2() > 5.0*5.0) // will unnecessarily test against complex meshes that are dozens of units away. This wouldn't normally be
// a problem, but bullet isn't the fastest in the world when it comes to doing tests against triangle meshes.
// Therefore, we try out a short trace first, then only fall back to the full length trace if needed.
// This trace needs to be at least a couple units long, but there's no one particular ideal length.
// The length of 2.1 chosen here is a "works well in practice after testing a few random lengths" value.
// (Also, we only do this short test if the intended collision trace is long enough for it to make sense.)
const float fallback_length = 2.1f;
bool doing_short_trace = false;
// For some reason, typical scenes perform a little better if we increase the threshold length for the length test.
// (Multiplying by 2 in 'square distance' units gives us about 1.4x the threshold length. In benchmarks this was
// slightly better for the performance of normal scenes than 4.0, and just plain better than 1.0.)
if(attempt_short_trace && (btend-btstart).length2() > fallback_length*fallback_length*2.0)
{ {
btend = btstart + (btend-btstart).normalized()*5.0; btend = btstart + (btend-btstart).normalized()*fallback_length;
do_fallback = true; doing_short_trace = true;
} }
auto newTraceCallback = sweepHelper(actor, btstart, btend, world, false); auto traceCallback = sweepHelper(actor, btstart, btend, world, false);
// Copy the hit data over to our trace results struct: // Copy the hit data over to our trace results struct:
if(newTraceCallback.hasHit()) if(traceCallback.hasHit())
{ {
mFraction = newTraceCallback.m_closestHitFraction; mFraction = traceCallback.m_closestHitFraction;
if((end-start).length2() > 0.0) // ensure fraction is correct (covers intended distance traveled instead of actual distance traveled)
if(doing_short_trace && (end-start).length2() > 0.0)
mFraction *= (btend-btstart).length() / (end-start).length(); mFraction *= (btend-btstart).length() / (end-start).length();
mPlaneNormal = Misc::Convert::toOsg(newTraceCallback.m_hitNormalWorld); mPlaneNormal = Misc::Convert::toOsg(traceCallback.m_hitNormalWorld);
mEndPos = (end-start)*mFraction + start; mEndPos = (end-start)*mFraction + start;
mHitPoint = Misc::Convert::toOsg(newTraceCallback.m_hitPointWorld); mHitPoint = Misc::Convert::toOsg(traceCallback.m_hitPointWorld);
mHitObject = newTraceCallback.m_hitCollisionObject; mHitObject = traceCallback.m_hitCollisionObject;
} }
else else
{ {
if(do_fallback) if(doing_short_trace)
{ {
btend = Misc::Convert::toBullet(end); btend = Misc::Convert::toBullet(end);
auto newTraceCallback = sweepHelper(actor, btstart, btend, world, false); auto newTraceCallback = sweepHelper(actor, btstart, btend, world, false);

@ -20,7 +20,7 @@ namespace MWPhysics
float mFraction; float mFraction;
void doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world); void doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world, bool attempt_short_trace = false);
void findGround(const Actor* actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world); void findGround(const Actor* actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world);
}; };
} }

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