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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"
- class btHeightfieldTerrainShapeCustom : public btHeightfieldTerrainShape
- {
- bool* mHoles;
- public:
- btHeightfieldTerrainShapeCustom(const bool *holes,
- int heightStickWidth,
- int heightStickLength,
- const void* heightfieldData,
- btScalar heightScale,
- btScalar minHeight,
- btScalar maxHeight,
- int upAxis,
- PHY_ScalarType heightDataType,
- bool flipQuadEdges) : btHeightfieldTerrainShape(heightStickWidth,
- heightStickLength,
- heightfieldData,
- heightScale,
- minHeight,
- maxHeight,
- upAxis,
- heightDataType,
- flipQuadEdges)
- {
- mHoles = new bool[heightStickWidth * heightStickLength];
- dMemcpy(mHoles, holes, heightStickWidth * heightStickLength * sizeof(bool));
- }
- virtual ~btHeightfieldTerrainShapeCustom()
- {
- delete[] mHoles;
- }
- virtual void processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const;
- };
- 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;
- btHeightfieldTerrainShapeCustom* shape = new btHeightfieldTerrainShapeCustom(holes,
- blockSize, blockSize,
- reinterpret_cast<const void*>(heights),
- heightScale,
- 0, 0xFFFF * heightScale,
- 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;
- }
- void btHeightfieldTerrainShapeCustom::processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const
- {
- // scale down the input aabb's so they are in local (non-scaled) coordinates
- btVector3 localAabbMin = aabbMin * btVector3(1.f / m_localScaling[0], 1.f / m_localScaling[1], 1.f / m_localScaling[2]);
- btVector3 localAabbMax = aabbMax * btVector3(1.f / m_localScaling[0], 1.f / m_localScaling[1], 1.f / m_localScaling[2]);
- // account for local origin
- localAabbMin += m_localOrigin;
- localAabbMax += m_localOrigin;
- //quantize the aabbMin and aabbMax, and adjust the start/end ranges
- int quantizedAabbMin[3];
- int quantizedAabbMax[3];
- quantizeWithClamp(quantizedAabbMin, localAabbMin, 0);
- quantizeWithClamp(quantizedAabbMax, localAabbMax, 1);
- // expand the min/max quantized values
- // this is to catch the case where the input aabb falls between grid points!
- for (int i = 0; i < 3; ++i) {
- quantizedAabbMin[i]--;
- quantizedAabbMax[i]++;
- }
- int startX = 0;
- int endX = m_heightStickWidth - 1;
- int startJ = 0;
- int endJ = m_heightStickLength - 1;
- switch (m_upAxis)
- {
- case 0:
- {
- if (quantizedAabbMin[1] > startX)
- startX = quantizedAabbMin[1];
- if (quantizedAabbMax[1] < endX)
- endX = quantizedAabbMax[1];
- if (quantizedAabbMin[2] > startJ)
- startJ = quantizedAabbMin[2];
- if (quantizedAabbMax[2] < endJ)
- endJ = quantizedAabbMax[2];
- break;
- }
- case 1:
- {
- if (quantizedAabbMin[0] > startX)
- startX = quantizedAabbMin[0];
- if (quantizedAabbMax[0] < endX)
- endX = quantizedAabbMax[0];
- if (quantizedAabbMin[2] > startJ)
- startJ = quantizedAabbMin[2];
- if (quantizedAabbMax[2] < endJ)
- endJ = quantizedAabbMax[2];
- break;
- };
- case 2:
- {
- if (quantizedAabbMin[0] > startX)
- startX = quantizedAabbMin[0];
- if (quantizedAabbMax[0] < endX)
- endX = quantizedAabbMax[0];
- if (quantizedAabbMin[1] > startJ)
- startJ = quantizedAabbMin[1];
- if (quantizedAabbMax[1] < endJ)
- endJ = quantizedAabbMax[1];
- break;
- }
- default:
- {
- //need to get valid m_upAxis
- btAssert(0);
- }
- }
- for (int j = startJ; j < endJ; j++)
- {
- for (int x = startX; x < endX; x++)
- {
- U32 index = (m_heightStickLength - (m_heightStickLength - x - 1)) + (j * m_heightStickWidth);
- if (mHoles && mHoles[getMax((S32)index - 1, 0)])
- continue;
- btVector3 vertices[3];
- if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j + x) & 1)) || (m_useZigzagSubdivision && !(j & 1)))
- {
- //first triangle
- getVertex(x, j, vertices[0]);
- getVertex(x, j + 1, vertices[1]);
- getVertex(x + 1, j + 1, vertices[2]);
- callback->processTriangle(vertices, x, j);
- //second triangle
- // getVertex(x,j,vertices[0]);//already got this vertex before, thanks to Danny Chapman
- getVertex(x + 1, j + 1, vertices[1]);
- getVertex(x + 1, j, vertices[2]);
- callback->processTriangle(vertices, x, j);
- }
- else
- {
- //first triangle
- getVertex(x, j, vertices[0]);
- getVertex(x, j + 1, vertices[1]);
- getVertex(x + 1, j, vertices[2]);
- callback->processTriangle(vertices, x, j);
- //second triangle
- getVertex(x + 1, j, vertices[0]);
- //getVertex(x,j+1,vertices[1]);
- getVertex(x + 1, j + 1, vertices[2]);
- callback->processTriangle(vertices, x, j);
- }
- }
- }
- }
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