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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/physics/bullet/btCollision.h"
- #include "math/mPoint3.h"
- #include "math/mMatrix.h"
- #include "T3D/physics/bullet/bt.h"
- #include "T3D/physics/bullet/btCasts.h"
- BtCollision::BtCollision()
- : mCompound( NULL ),
- mLocalXfm( true )
- {
- }
- BtCollision::~BtCollision()
- {
- SAFE_DELETE( mCompound );
- for ( U32 i=0; i < mShapes.size(); i++ )
- delete mShapes[i];
- for ( U32 i=0; i < mMeshInterfaces.size(); i++ )
- delete mMeshInterfaces[i];
- }
- btCollisionShape* BtCollision::getShape()
- {
- if ( mCompound )
- return mCompound;
-
- if ( mShapes.empty() )
- return NULL;
- return mShapes.first();
- }
- void BtCollision::_addShape( btCollisionShape *shape, const MatrixF &localXfm )
- {
- AssertFatal( !shape->isCompound(), "BtCollision::_addShape - Shape should not be a compound!" );
- // Stick the shape into the array to delete later. Remember
- // that the compound shape doesn't delete its children.
- mShapes.push_back( shape );
- // If this is the first shape then just store the
- // local transform and we're done.
- if ( mShapes.size() == 1 )
- {
- mLocalXfm = localXfm;
- return;
- }
- // We use a compound to store the shapes with their
- // local transforms... so create it if we haven't already.
- if ( !mCompound )
- {
- mCompound = new btCompoundShape();
- // There should only be one shape now... add it and
- // clear the local transform.
- mCompound->addChildShape( btCast<btTransform>( mLocalXfm ), mShapes.first() );
- mLocalXfm = MatrixF::Identity;
- }
- // Add the new shape to the compound.
- mCompound->addChildShape( btCast<btTransform>( localXfm ), shape );
- }
- void BtCollision::addPlane( const PlaneF &plane )
- {
- // NOTE: Torque uses a negative D... thats why we flip it here.
- btStaticPlaneShape *shape = new btStaticPlaneShape( btVector3( plane.x, plane.y, plane.z ), -plane.d );
- _addShape( shape, MatrixF::Identity );
- }
- void BtCollision::addBox( const Point3F &halfWidth,
- const MatrixF &localXfm )
- {
- btBoxShape *shape = new btBoxShape( btVector3( halfWidth.x, halfWidth.y, halfWidth.z ) );
- shape->setMargin( 0.01f );
- _addShape( shape, localXfm );
- }
- void BtCollision::addSphere( const F32 radius,
- const MatrixF &localXfm )
- {
- btSphereShape *shape = new btSphereShape( radius );
- shape->setMargin( 0.01f );
- _addShape( shape, localXfm );
- }
- void BtCollision::addCapsule( F32 radius,
- F32 height,
- const MatrixF &localXfm )
- {
- btCapsuleShape *shape = new btCapsuleShape( radius, height );
- shape->setMargin( 0.01f );
- _addShape( shape, localXfm );
- }
- bool BtCollision::addConvex( const Point3F *points,
- U32 count,
- const MatrixF &localXfm )
- {
- btConvexHullShape *shape = new btConvexHullShape( (btScalar*)points, count, sizeof( Point3F ) );
- shape->setMargin( 0.01f );
- _addShape( shape, localXfm );
- return true;
- }
- bool BtCollision::addTriangleMesh( const Point3F *vert,
- U32 vertCount,
- const U32 *index,
- U32 triCount,
- const MatrixF &localXfm )
- {
- // Setup the interface for loading the triangles.
- btTriangleMesh *meshInterface = new btTriangleMesh( true, false );
- for ( ; triCount-- ; )
- {
- meshInterface->addTriangle( btCast<btVector3>( vert[ *( index + 0 ) ] ),
- btCast<btVector3>( vert[ *( index + 1 ) ] ),
- btCast<btVector3>( vert[ *( index + 2 ) ] ),
- false );
- index += 3;
- }
- mMeshInterfaces.push_back( meshInterface );
- btBvhTriangleMeshShape *shape = new btBvhTriangleMeshShape( meshInterface, true, true );
- shape->setMargin( 0.01f );
- _addShape( shape, localXfm );
-
- return true;
- }
- bool BtCollision::addHeightfield( const U16 *heights,
- const bool *holes, // TODO: Bullet height fields do not support holes
- U32 blockSize,
- F32 metersPerSample,
- const MatrixF &localXfm )
- {
- // We pass the absolute maximum and minimum of a U16 height
- // field and not the actual min and max. This helps with
- // placement.
- const F32 heightScale = 0.03125f;
- const F32 minHeight = 0;
- const F32 maxHeight = 65535 * heightScale;
- btHeightfieldTerrainShape *shape = new btHeightfieldTerrainShape( blockSize, blockSize,
- (void*)heights,
- heightScale,
- minHeight, maxHeight,
- 2, // Z up!
- PHY_SHORT,
- false );
- shape->setMargin( 0.01f );
- shape->setLocalScaling( btVector3( metersPerSample, metersPerSample, 1.0f ) );
- shape->setUseDiamondSubdivision( true );
- // The local axis of the heightfield is the exact center of
- // its bounds defined as...
- //
- // ( blockSize * samplesPerMeter, blockSize * samplesPerMeter, maxHeight ) / 2.0f
- //
- // So we create a local transform to move it to the min point
- // of the bounds so it matched Torque terrain.
- Point3F offset( (F32)blockSize * metersPerSample / 2.0f,
- (F32)blockSize * metersPerSample / 2.0f,
- maxHeight / 2.0f );
- // And also bump it by half a sample square size.
- offset.x -= metersPerSample / 2.0f;
- offset.y -= metersPerSample / 2.0f;
- MatrixF offsetXfm( true );
- offsetXfm.setPosition( offset );
- _addShape( shape, offsetXfm );
- return true;
- }
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