reactphysics3d/src/collision/shapes/ConvexMeshShape.h

270 lines
11 KiB
C
Raw Normal View History

2013-07-15 17:10:30 +00:00
/********************************************************************************
2015-02-15 20:56:45 +00:00
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
2013-07-15 17:10:30 +00:00
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
#define REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
// Libraries
#include "CollisionShape.h"
2014-08-07 19:38:31 +00:00
#include "engine/CollisionWorld.h"
#include "mathematics/mathematics.h"
#include "collision/narrowphase/GJK/GJKAlgorithm.h"
2013-07-15 17:10:30 +00:00
#include <vector>
#include <set>
#include <map>
/// ReactPhysics3D namespace
namespace reactphysics3d {
2014-08-01 10:36:32 +00:00
// Declaration
class CollisionWorld;
2013-07-15 17:10:30 +00:00
// Class ConvexMeshShape
/**
* This class represents a convex mesh shape. In order to create a convex mesh shape, you
* need to indicate the local-space position of the mesh vertices. You do it either by
* passing a vertices array to the constructor or using the addVertex() method. Make sure
* that the set of vertices that you use to create the shape are indeed part of a convex
* mesh. The center of mass of the shape will be at the origin of the local-space geometry
* that you use to create the mesh. The method used for collision detection with a convex
* mesh shape has an O(n) running time with "n" beeing the number of vertices in the mesh.
* Therefore, you should try not to use too many vertices. However, it is possible to speed
* up the collision detection by using the edges information of your mesh. The running time
* of the collision detection that uses the edges is almost O(1) constant time at the cost
* of additional memory used to store the vertices. You can indicate edges information
* with the addEdge() method. Then, you must use the setIsEdgesInformationUsed(true) method
* in order to use the edges information for collision detection.
*/
class ConvexMeshShape : public CollisionShape {
private :
// -------------------- Attributes -------------------- //
/// Array with the vertices of the mesh
std::vector<Vector3> mVertices;
/// Number of vertices in the mesh
uint mNbVertices;
/// Mesh minimum bounds in the three local x, y and z directions
Vector3 mMinBounds;
/// Mesh maximum bounds in the three local x, y and z directions
Vector3 mMaxBounds;
/// True if the shape contains the edges of the convex mesh in order to
/// make the collision detection faster
bool mIsEdgesInformationUsed;
/// Adjacency list representing the edges of the mesh
std::map<uint, std::set<uint> > mEdgesAdjacencyList;
// -------------------- Methods -------------------- //
/// Private copy-constructor
ConvexMeshShape(const ConvexMeshShape& shape);
/// Private assignment operator
ConvexMeshShape& operator=(const ConvexMeshShape& shape);
/// Recompute the bounds of the mesh
void recalculateBounds();
/// Return a local support point in a given direction with the object margin
virtual Vector3 getLocalSupportPointWithMargin(const Vector3& direction,
void** cachedCollisionData) const;
/// Return a local support point in a given direction without the object margin.
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction,
void** cachedCollisionData) const;
/// Return true if a point is inside the collision shape
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
2015-02-12 21:31:26 +00:00
/// Allocate and return a copy of the object
virtual ConvexMeshShape* clone(void* allocatedMemory) const;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const;
2013-07-15 17:10:30 +00:00
public :
// -------------------- Methods -------------------- //
/// Constructor to initialize with a array of 3D vertices.
ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
decimal margin = OBJECT_MARGIN);
/// Constructor.
ConvexMeshShape(decimal margin = OBJECT_MARGIN);
/// Destructor
virtual ~ConvexMeshShape();
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
/// Return the local inertia tensor of the collision shape.
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
/// Test equality between two collision shapes
2013-07-15 17:10:30 +00:00
virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
/// Add a vertex into the convex mesh
void addVertex(const Vector3& vertex);
/// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
void addEdge(uint v1, uint v2);
/// Return true if the edges information is used to speed up the collision detection
bool isEdgesInformationUsed() const;
/// Set the variable to know if the edges information is used to speed up the
/// collision detection
void setIsEdgesInformationUsed(bool isEdgesUsed);
};
// Allocate and return a copy of the object
inline ConvexMeshShape* ConvexMeshShape::clone(void* allocatedMemory) const {
return new (allocatedMemory) ConvexMeshShape(*this);
}
// Return the number of bytes used by the collision shape
inline size_t ConvexMeshShape::getSizeInBytes() const {
return sizeof(ConvexMeshShape);
}
// Return the local bounds of the shape in x, y and z directions
2015-02-12 21:31:26 +00:00
/**
* @param min The minimum bounds of the shape in local-space coordinates
* @param max The maximum bounds of the shape in local-space coordinates
*/
2013-07-15 17:10:30 +00:00
inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
min = mMinBounds;
max = mMaxBounds;
}
// Return the local inertia tensor of the collision shape.
/// The local inertia tensor of the convex mesh is approximated using the inertia tensor
/// of its bounding box.
2015-02-12 21:31:26 +00:00
/**
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
* coordinates
* @param mass Mass to use to compute the inertia tensor of the collision shape
*/
2013-07-15 17:10:30 +00:00
inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds);
assert(realExtent.x > 0 && realExtent.y > 0 && realExtent.z > 0);
decimal xSquare = realExtent.x * realExtent.x;
decimal ySquare = realExtent.y * realExtent.y;
decimal zSquare = realExtent.z * realExtent.z;
tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
0.0, factor * (xSquare + zSquare), 0.0,
0.0, 0.0, factor * (xSquare + ySquare));
}
// Add a vertex into the convex mesh
2015-02-12 21:31:26 +00:00
/**
* @param vertex Vertex to be added
*/
2013-07-15 17:10:30 +00:00
inline void ConvexMeshShape::addVertex(const Vector3& vertex) {
// Add the vertex in to vertices array
mVertices.push_back(vertex);
mNbVertices++;
// Update the bounds of the mesh
if (vertex.x > mMaxBounds.x) mMaxBounds.x = vertex.x;
if (vertex.x < mMinBounds.x) mMinBounds.x = vertex.x;
if (vertex.y > mMaxBounds.y) mMaxBounds.y = vertex.y;
if (vertex.y < mMinBounds.y) mMinBounds.y = vertex.y;
if (vertex.z > mMaxBounds.z) mMaxBounds.z = vertex.z;
if (vertex.z < mMinBounds.z) mMinBounds.z = vertex.z;
}
// Add an edge into the convex mesh by specifying the two vertex indices of the edge.
/// Note that the vertex indices start at zero and need to correspond to the order of
/// the vertices in the vertices array in the constructor or the order of the calls
/// of the addVertex() methods that you use to add vertices into the convex mesh.
2015-02-12 21:31:26 +00:00
/**
* @param v1 Index of the first vertex of the edge to add
* @param v2 Index of the second vertex of the edge to add
*/
2013-07-15 17:10:30 +00:00
inline void ConvexMeshShape::addEdge(uint v1, uint v2) {
assert(v1 >= 0);
assert(v2 >= 0);
// If the entry for vertex v1 does not exist in the adjacency list
if (mEdgesAdjacencyList.count(v1) == 0) {
mEdgesAdjacencyList.insert(std::make_pair(v1, std::set<uint>()));
2013-07-15 17:10:30 +00:00
}
// If the entry for vertex v2 does not exist in the adjacency list
if (mEdgesAdjacencyList.count(v2) == 0) {
mEdgesAdjacencyList.insert(std::make_pair(v2, std::set<uint>()));
2013-07-15 17:10:30 +00:00
}
// Add the edge in the adjacency list
mEdgesAdjacencyList[v1].insert(v2);
mEdgesAdjacencyList[v2].insert(v1);
}
// Return true if the edges information is used to speed up the collision detection
2015-02-12 21:31:26 +00:00
/**
* @return True if the edges information is used and false otherwise
*/
2013-07-15 17:10:30 +00:00
inline bool ConvexMeshShape::isEdgesInformationUsed() const {
return mIsEdgesInformationUsed;
}
// Set the variable to know if the edges information is used to speed up the
// collision detection
2015-02-12 21:31:26 +00:00
/**
* @param isEdgesUsed True if you want to use the edges information to speed up
* the collision detection with the convex mesh shape
*/
2013-07-15 17:10:30 +00:00
inline void ConvexMeshShape::setIsEdgesInformationUsed(bool isEdgesUsed) {
mIsEdgesInformationUsed = isEdgesUsed;
}
2014-08-01 10:36:32 +00:00
// Return true if a point is inside the collision shape
inline bool ConvexMeshShape::testPointInside(const Vector3& localPoint,
ProxyShape* proxyShape) const {
// Use the GJK algorithm to test if the point is inside the convex mesh
return proxyShape->mBody->mWorld.mCollisionDetection.
mNarrowPhaseGJKAlgorithm.testPointInside(localPoint, proxyShape);
2014-08-01 10:36:32 +00:00
}
2013-07-15 17:10:30 +00:00
}
#endif