2013-07-15 17:10:30 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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#define REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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// Libraries
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#include "CollisionShape.h"
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2014-08-07 19:38:31 +00:00
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#include "engine/CollisionWorld.h"
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#include "mathematics/mathematics.h"
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#include "collision/narrowphase/GJK/GJKAlgorithm.h"
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2013-07-15 17:10:30 +00:00
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#include <vector>
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#include <set>
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#include <map>
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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2014-08-01 10:36:32 +00:00
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// Declaration
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class CollisionWorld;
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2013-07-15 17:10:30 +00:00
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// Class ConvexMeshShape
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/**
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* This class represents a convex mesh shape. In order to create a convex mesh shape, you
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* need to indicate the local-space position of the mesh vertices. You do it either by
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* passing a vertices array to the constructor or using the addVertex() method. Make sure
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* that the set of vertices that you use to create the shape are indeed part of a convex
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* mesh. The center of mass of the shape will be at the origin of the local-space geometry
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* that you use to create the mesh. The method used for collision detection with a convex
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* mesh shape has an O(n) running time with "n" beeing the number of vertices in the mesh.
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* Therefore, you should try not to use too many vertices. However, it is possible to speed
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* up the collision detection by using the edges information of your mesh. The running time
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* of the collision detection that uses the edges is almost O(1) constant time at the cost
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* of additional memory used to store the vertices. You can indicate edges information
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* with the addEdge() method. Then, you must use the setIsEdgesInformationUsed(true) method
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* in order to use the edges information for collision detection.
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*/
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class ConvexMeshShape : public CollisionShape {
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private :
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// -------------------- Attributes -------------------- //
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/// Array with the vertices of the mesh
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std::vector<Vector3> mVertices;
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/// Number of vertices in the mesh
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uint mNbVertices;
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/// Mesh minimum bounds in the three local x, y and z directions
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Vector3 mMinBounds;
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/// Mesh maximum bounds in the three local x, y and z directions
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Vector3 mMaxBounds;
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/// True if the shape contains the edges of the convex mesh in order to
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/// make the collision detection faster
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bool mIsEdgesInformationUsed;
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/// Adjacency list representing the edges of the mesh
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std::map<uint, std::set<uint> > mEdgesAdjacencyList;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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ConvexMeshShape(const ConvexMeshShape& shape);
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/// Private assignment operator
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ConvexMeshShape& operator=(const ConvexMeshShape& shape);
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/// Recompute the bounds of the mesh
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void recalculateBounds();
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2014-08-04 20:46:58 +00:00
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/// Return a local support point in a given direction with the object margin
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virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction,
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void** cachedCollisionData) const;
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/// Return a local support point in a given direction without the object margin.
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virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction,
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void** cachedCollisionData) const;
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/// Return true if a point is inside the collision shape
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2014-08-09 08:28:37 +00:00
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virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
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2014-08-04 20:46:58 +00:00
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2014-09-02 20:54:19 +00:00
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/// Raycast method with feedback information
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2014-10-21 20:26:40 +00:00
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
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2014-09-02 20:54:19 +00:00
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2015-02-12 21:31:26 +00:00
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/// Allocate and return a copy of the object
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virtual ConvexMeshShape* clone(void* allocatedMemory) const;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const;
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2013-07-15 17:10:30 +00:00
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public :
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// -------------------- Methods -------------------- //
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/// Constructor to initialize with a array of 3D vertices.
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ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
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decimal margin = OBJECT_MARGIN);
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/// Constructor.
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ConvexMeshShape(decimal margin = OBJECT_MARGIN);
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/// Destructor
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virtual ~ConvexMeshShape();
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/// Return the local bounds of the shape in x, y and z directions
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virtual void getLocalBounds(Vector3& min, Vector3& max) const;
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/// Return the local inertia tensor of the collision shape.
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virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
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2014-04-11 21:50:00 +00:00
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/// Test equality between two collision shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Add a vertex into the convex mesh
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void addVertex(const Vector3& vertex);
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/// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
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void addEdge(uint v1, uint v2);
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/// Return true if the edges information is used to speed up the collision detection
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bool isEdgesInformationUsed() const;
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/// Set the variable to know if the edges information is used to speed up the
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/// collision detection
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void setIsEdgesInformationUsed(bool isEdgesUsed);
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};
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// Allocate and return a copy of the object
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inline ConvexMeshShape* ConvexMeshShape::clone(void* allocatedMemory) const {
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return new (allocatedMemory) ConvexMeshShape(*this);
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}
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// Return the number of bytes used by the collision shape
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inline size_t ConvexMeshShape::getSizeInBytes() const {
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return sizeof(ConvexMeshShape);
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}
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// Return the local bounds of the shape in x, y and z directions
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/**
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* @param min The minimum bounds of the shape in local-space coordinates
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* @param max The maximum bounds of the shape in local-space coordinates
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*/
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inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
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min = mMinBounds;
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max = mMaxBounds;
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}
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// Return the local inertia tensor of the collision shape.
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/// The local inertia tensor of the convex mesh is approximated using the inertia tensor
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/// of its bounding box.
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/**
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* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
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* coordinates
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* @param mass Mass to use to compute the inertia tensor of the collision shape
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*/
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inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
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decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
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Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds);
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assert(realExtent.x > 0 && realExtent.y > 0 && realExtent.z > 0);
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decimal xSquare = realExtent.x * realExtent.x;
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decimal ySquare = realExtent.y * realExtent.y;
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decimal zSquare = realExtent.z * realExtent.z;
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tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
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0.0, factor * (xSquare + zSquare), 0.0,
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0.0, 0.0, factor * (xSquare + ySquare));
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}
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// Add a vertex into the convex mesh
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/**
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* @param vertex Vertex to be added
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*/
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inline void ConvexMeshShape::addVertex(const Vector3& vertex) {
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// Add the vertex in to vertices array
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mVertices.push_back(vertex);
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mNbVertices++;
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// Update the bounds of the mesh
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if (vertex.x > mMaxBounds.x) mMaxBounds.x = vertex.x;
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if (vertex.x < mMinBounds.x) mMinBounds.x = vertex.x;
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if (vertex.y > mMaxBounds.y) mMaxBounds.y = vertex.y;
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if (vertex.y < mMinBounds.y) mMinBounds.y = vertex.y;
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if (vertex.z > mMaxBounds.z) mMaxBounds.z = vertex.z;
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if (vertex.z < mMinBounds.z) mMinBounds.z = vertex.z;
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}
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// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
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/// Note that the vertex indices start at zero and need to correspond to the order of
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/// the vertices in the vertices array in the constructor or the order of the calls
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/// of the addVertex() methods that you use to add vertices into the convex mesh.
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/**
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* @param v1 Index of the first vertex of the edge to add
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* @param v2 Index of the second vertex of the edge to add
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*/
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inline void ConvexMeshShape::addEdge(uint v1, uint v2) {
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assert(v1 >= 0);
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assert(v2 >= 0);
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// If the entry for vertex v1 does not exist in the adjacency list
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if (mEdgesAdjacencyList.count(v1) == 0) {
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mEdgesAdjacencyList.insert(std::make_pair<uint, std::set<uint> >(v1, std::set<uint>()));
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}
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// If the entry for vertex v2 does not exist in the adjacency list
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if (mEdgesAdjacencyList.count(v2) == 0) {
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mEdgesAdjacencyList.insert(std::make_pair<uint, std::set<uint> >(v2, std::set<uint>()));
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}
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// Add the edge in the adjacency list
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mEdgesAdjacencyList[v1].insert(v2);
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mEdgesAdjacencyList[v2].insert(v1);
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}
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// Return true if the edges information is used to speed up the collision detection
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2015-02-12 21:31:26 +00:00
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/**
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* @return True if the edges information is used and false otherwise
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*/
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inline bool ConvexMeshShape::isEdgesInformationUsed() const {
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return mIsEdgesInformationUsed;
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}
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// Set the variable to know if the edges information is used to speed up the
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// collision detection
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2015-02-12 21:31:26 +00:00
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/**
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* @param isEdgesUsed True if you want to use the edges information to speed up
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* the collision detection with the convex mesh shape
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*/
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inline void ConvexMeshShape::setIsEdgesInformationUsed(bool isEdgesUsed) {
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mIsEdgesInformationUsed = isEdgesUsed;
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}
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2014-08-01 10:36:32 +00:00
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// Return true if a point is inside the collision shape
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2014-08-09 08:28:37 +00:00
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inline bool ConvexMeshShape::testPointInside(const Vector3& localPoint,
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ProxyShape* proxyShape) const {
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// Use the GJK algorithm to test if the point is inside the convex mesh
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return proxyShape->mBody->mWorld.mCollisionDetection.
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mNarrowPhaseGJKAlgorithm.testPointInside(localPoint, proxyShape);
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2014-08-01 10:36:32 +00:00
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}
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2013-07-15 17:10:30 +00:00
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}
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#endif
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