mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +00:00
206 lines
7.2 KiB
C++
206 lines
7.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/bullet/btCollision.h"
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#include "math/mPoint3.h"
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#include "math/mMatrix.h"
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#include "T3D/physics/bullet/bt.h"
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#include "T3D/physics/bullet/btCasts.h"
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BtCollision::BtCollision()
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: mCompound( NULL ),
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mLocalXfm( true )
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{
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}
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BtCollision::~BtCollision()
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{
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SAFE_DELETE( mCompound );
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for ( U32 i=0; i < mShapes.size(); i++ )
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delete mShapes[i];
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for ( U32 i=0; i < mMeshInterfaces.size(); i++ )
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delete mMeshInterfaces[i];
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}
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btCollisionShape* BtCollision::getShape()
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{
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if ( mCompound )
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return mCompound;
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if ( mShapes.empty() )
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return NULL;
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return mShapes.first();
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}
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void BtCollision::_addShape( btCollisionShape *shape, const MatrixF &localXfm )
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{
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AssertFatal( !shape->isCompound(), "BtCollision::_addShape - Shape should not be a compound!" );
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// Stick the shape into the array to delete later. Remember
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// that the compound shape doesn't delete its children.
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mShapes.push_back( shape );
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// If this is the first shape then just store the
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// local transform and we're done.
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if ( mShapes.size() == 1 )
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{
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mLocalXfm = localXfm;
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return;
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}
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// We use a compound to store the shapes with their
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// local transforms... so create it if we haven't already.
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if ( !mCompound )
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{
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mCompound = new btCompoundShape();
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// There should only be one shape now... add it and
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// clear the local transform.
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mCompound->addChildShape( btCast<btTransform>( mLocalXfm ), mShapes.first() );
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mLocalXfm = MatrixF::Identity;
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}
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// Add the new shape to the compound.
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mCompound->addChildShape( btCast<btTransform>( localXfm ), shape );
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}
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void BtCollision::addPlane( const PlaneF &plane )
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{
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// NOTE: Torque uses a negative D... thats why we flip it here.
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btStaticPlaneShape *shape = new btStaticPlaneShape( btVector3( plane.x, plane.y, plane.z ), -plane.d );
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_addShape( shape, MatrixF::Identity );
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}
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void BtCollision::addBox( const Point3F &halfWidth,
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const MatrixF &localXfm )
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{
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btBoxShape *shape = new btBoxShape( btVector3( halfWidth.x, halfWidth.y, halfWidth.z ) );
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shape->setMargin( 0.01f );
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_addShape( shape, localXfm );
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}
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void BtCollision::addSphere( const F32 radius,
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const MatrixF &localXfm )
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{
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btSphereShape *shape = new btSphereShape( radius );
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shape->setMargin( 0.01f );
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_addShape( shape, localXfm );
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}
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void BtCollision::addCapsule( F32 radius,
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F32 height,
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const MatrixF &localXfm )
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{
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btCapsuleShape *shape = new btCapsuleShape( radius, height );
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shape->setMargin( 0.01f );
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_addShape( shape, localXfm );
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}
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bool BtCollision::addConvex( const Point3F *points,
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U32 count,
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const MatrixF &localXfm )
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{
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btConvexHullShape *shape = new btConvexHullShape( (btScalar*)points, count, sizeof( Point3F ) );
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shape->setMargin( 0.01f );
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_addShape( shape, localXfm );
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return true;
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}
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bool BtCollision::addTriangleMesh( const Point3F *vert,
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U32 vertCount,
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const U32 *index,
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U32 triCount,
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const MatrixF &localXfm )
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{
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// Setup the interface for loading the triangles.
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btTriangleMesh *meshInterface = new btTriangleMesh( true, false );
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for ( ; triCount-- ; )
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{
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meshInterface->addTriangle( btCast<btVector3>( vert[ *( index + 0 ) ] ),
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btCast<btVector3>( vert[ *( index + 1 ) ] ),
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btCast<btVector3>( vert[ *( index + 2 ) ] ),
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false );
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index += 3;
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}
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mMeshInterfaces.push_back( meshInterface );
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btBvhTriangleMeshShape *shape = new btBvhTriangleMeshShape( meshInterface, true, true );
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shape->setMargin( 0.01f );
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_addShape( shape, localXfm );
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return true;
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}
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bool BtCollision::addHeightfield( const U16 *heights,
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const bool *holes, // TODO: Bullet height fields do not support holes
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U32 blockSize,
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F32 metersPerSample,
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const MatrixF &localXfm )
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{
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// We pass the absolute maximum and minimum of a U16 height
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// field and not the actual min and max. This helps with
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// placement.
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const F32 heightScale = 0.03125f;
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const F32 minHeight = 0;
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const F32 maxHeight = 65535 * heightScale;
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btHeightfieldTerrainShape *shape = new btHeightfieldTerrainShape( blockSize, blockSize,
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(void*)heights,
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heightScale,
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minHeight, maxHeight,
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2, // Z up!
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PHY_SHORT,
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false );
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shape->setMargin( 0.01f );
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shape->setLocalScaling( btVector3( metersPerSample, metersPerSample, 1.0f ) );
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shape->setUseDiamondSubdivision( true );
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// The local axis of the heightfield is the exact center of
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// its bounds defined as...
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//
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// ( blockSize * samplesPerMeter, blockSize * samplesPerMeter, maxHeight ) / 2.0f
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//
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// So we create a local transform to move it to the min point
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// of the bounds so it matched Torque terrain.
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Point3F offset( (F32)blockSize * metersPerSample / 2.0f,
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(F32)blockSize * metersPerSample / 2.0f,
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maxHeight / 2.0f );
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// And also bump it by half a sample square size.
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offset.x -= metersPerSample / 2.0f;
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offset.y -= metersPerSample / 2.0f;
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MatrixF offsetXfm( true );
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offsetXfm.setPosition( offset );
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_addShape( shape, offsetXfm );
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return true;
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}
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