Move BVH active visualization flag reset after early return check in MuJoCo collision driver.
This avoids unnecessarily resetting the bvh_active flags when the collision driver returns early due to disabled constraints, disabled contacts, or having fewer than two bodies/flexes. PiperOrigin-RevId: 959531283 Change-Id: I85caf054b06e3be1018d710f9ab762627fc3356a
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Copybara-Service
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@@ -9321,10 +9321,10 @@ is effectively a miscellaneous subsection.
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.. _visual-global-bvactive:
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:at:`bvactive`: :at-val:`[false, true], "true"`
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:at:`bvactive`: :at-val:`[false, true], "false"`
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This attribute specifies whether collision and raycasting code should mark elements of Bounding Volume Hierarchies
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as intersecting, for the purpose of visualization. Setting this attribute to "false" can speed up simulation for
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models with high-resolution meshes.
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as intersecting, for the purpose of visualization. Setting this attribute to "true" can slow down simulation for
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models with high-resolution meshes, due to the O(N) cost of clearing visualization flags at each step.
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.. _visual-quality:
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@@ -47,6 +47,9 @@ Engine
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of the effective-metric Cholesky factor, which no longer exists; ``mjData.efm_L`` now holds dense 3x3 blocks,
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9 numbers per covered vertex. ``mjData.efm_active`` no longer takes the value 2: nothing selects a solve path on
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preconditioner exactness, so it is now a plain 0/1 flag.
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- Changed the default value of :ref:`bvactive<visual-global-bvactive>` from "true" to "false". This avoids
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unnecessarily clearing bounding volume hierarchy visualization flags at every simulation step, which can be a
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bottleneck for models with large meshes.
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Models
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^^^^^^
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@@ -599,17 +599,17 @@ void mj_collision(const mjModel* m, mjData* d) {
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resetArena(d);
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mj_clearEfc(d);
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// reset the visualization flags
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if (m->vis.global.bvactive) {
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memset(d->bvh_active, 0, m->nbvh);
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}
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// return if disabled
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if (mjDISABLED(mjDSBL_CONSTRAINT) || mjDISABLED(mjDSBL_CONTACT) || nbodyflex < 2) {
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TM_END1(mjTIMER_POS_COLLISION);
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return;
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}
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// reset the visualization flags
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if (m->vis.global.bvactive) {
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memset(d->bvh_active, 0, m->nbvh);
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}
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mj_markStack(d);
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// broadphase collision detector
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@@ -144,7 +144,7 @@ void mj_defaultVisual(mjVisual* vis) {
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vis->global.offheight = 480;
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vis->global.realtime = 1.0;
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vis->global.ellipsoidinertia = 0;
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vis->global.bvactive = 1;
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vis->global.bvactive = 0;
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// rendering quality
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vis->quality.shadowsize = 4096;
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@@ -1193,7 +1193,7 @@
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</xs:simpleType>
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</xs:attribute>
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<xs:attribute name="ellipsoidinertia" type="kw_bool" default="false"/>
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<xs:attribute name="bvactive" type="kw_bool" default="true"/>
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<xs:attribute name="bvactive" type="kw_bool" default="false"/>
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</xs:complexType>
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<xs:complexType name="quality">
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@@ -122,7 +122,7 @@ static const mjXDefaultEntry kDefaults_mjVisual_global[] = {
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{"offheight", (int)offsetof(mjVisual, global.offheight), 2, 1, 1, 0, {480.0}},
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{"realtime", (int)offsetof(mjVisual, global.realtime), 1, 1, 1, 0, {1.0}},
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{"ellipsoidinertia", (int)offsetof(mjVisual, global.ellipsoidinertia), 2, 1, 1, 0, {0}},
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{"bvactive", (int)offsetof(mjVisual, global.bvactive), 2, 1, 1, 0, {1}},
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{"bvactive", (int)offsetof(mjVisual, global.bvactive), 2, 1, 1, 0, {0}},
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};
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static const mjXDefaultEntry kDefaults_mjVisual_headlight[] = {
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+1
-1
@@ -687,7 +687,7 @@ element global : mjVisual (field=global) {
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offheight : int = 480
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realtime : float = 1 (positive)
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ellipsoidinertia : bool = false
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bvactive : bool = true
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bvactive : bool = false
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}
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element quality : mjVisual (field=quality) {
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Vendored
+1
-1
@@ -14,7 +14,7 @@
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<map force="0.1" zfar="30"/>
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<rgba haze="0.15 0.25 0.35 1"/>
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<quality shadowsize="4096"/>
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<global offwidth="800" offheight="800"/>
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<global offwidth="800" offheight="800" bvactive="true"/>
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</visual>
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<worldbody>
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Vendored
+4
@@ -26,6 +26,10 @@
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<material name="grid" texture="grid" texrepeat="1 1" texuniform="true" reflectance=".2"/>
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</asset>
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<visual>
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<global bvactive="true"/>
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</visual>
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<default>
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<site rgba=".5 .5 .5 .5"/>
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<joint armature="1" damping="10"/>
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