//----------------------------------------------------------------------------- // 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( mLocalXfm ), mShapes.first() ); mLocalXfm = MatrixF::Identity; } // Add the new shape to the compound. mCompound->addChildShape( btCast( 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( vert[ *( index + 0 ) ] ), btCast( vert[ *( index + 1 ) ] ), btCast( 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; }