Working on triangular mesh collision detection
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@ -36,7 +36,7 @@ namespace reactphysics3d {
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* This class is used to describe the vertices and faces of a triangular mesh.
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* A TriangleVertexArray represents a continuous array of vertices and indexes
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* of a triangular mesh. When you create a TriangleVertexArray, no data is copied
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* into the array. It only stores pointer to the da. The purpose is to allow
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* into the array. It only stores pointer to the data. The purpose is to allow
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* the user to share vertices data between the physics engine and the rendering
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* part. Therefore, make sure that the data pointed by a TriangleVertexArray
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* remain valid during the TriangleVertexArray life.
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@ -85,7 +85,7 @@ bool ConcaveVsConvexAlgorithm::testCollision(const CollisionShapeInfo& shape1Inf
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}
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// Test collision between a triangle and the convex mesh shape
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void ConvexVsTriangleCallback::reportTriangle(const Vector3* trianglePoints) {
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void ConvexVsTriangleCallback::testTriangle(const Vector3* trianglePoints) {
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// Create a triangle collision shape
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// TODO : Do we need to use a collision margin for a triangle ?
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@ -95,10 +95,16 @@ void ConvexVsTriangleCallback::reportTriangle(const Vector3* trianglePoints) {
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NarrowPhaseAlgorithm* algo = mCollisionDetection->getCollisionAlgorithm(triangleShape.getType(),
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mConvexShape->getType());
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// If there is no collision algorithm between those two kinds of shapes
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if (algo == NULL) return;
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// Notify the narrow-phase algorithm about the overlapping pair we are going to test
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algo->setCurrentOverlappingPair(mOverlappingPair);
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// Create the CollisionShapeInfo objects
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CollisionShapeInfo shapeConvexInfo(mConvexProxyShape, mConvexShape, mConvexProxyShape->getLocalToWorldTransform(),
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mOverlappingPair, mConvexProxyShape->getCachedCollisionData());
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CollisionShapeInfo shapeConcaveInfo(mConcaveProxyShape, mConcaveProxyShape->getCollisionShape(),
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CollisionShapeInfo shapeConcaveInfo(mConcaveProxyShape, &triangleShape,
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mConcaveProxyShape->getLocalToWorldTransform(),
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mOverlappingPair, mConcaveProxyShape->getCachedCollisionData());
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@ -91,7 +91,7 @@ class ConvexVsTriangleCallback : public TriangleCallback {
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}
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/// Test collision between a triangle and the convex mesh shape
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virtual void reportTriangle(const Vector3* trianglePoints);
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virtual void testTriangle(const Vector3* trianglePoints);
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};
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@ -46,6 +46,7 @@ void DefaultCollisionDispatch::init(CollisionDetection* collisionDetection,
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// Initialize the collision algorithms
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mSphereVsSphereAlgorithm.init(collisionDetection, memoryAllocator);
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mGJKAlgorithm.init(collisionDetection, memoryAllocator);
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mConcaveVsConvexAlgorithm.init(collisionDetection, memoryAllocator);
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}
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// Select and return the narrow-phase collision detection algorithm to
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@ -31,6 +31,8 @@ using namespace reactphysics3d;
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// Constructor
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ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* triangleMesh) : ConcaveShape(CONCAVE_MESH) {
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mTriangleMesh = triangleMesh;
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recalculateBounds();
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}
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// Destructor
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@ -65,10 +67,10 @@ void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB&
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// Get the index of the current vertex in the triangle
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int vertexIndex;
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if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
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vertexIndex = ((unsigned int*)(indicesStart + j * indexStride))[k];
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vertexIndex = ((unsigned int*)(indicesStart + j * 3 * indexStride))[k];
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}
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else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)(indicesStart + j * indexStride))[k];
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vertexIndex = ((unsigned short*)(indicesStart + j * 3 * indexStride))[k];
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}
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// Get the vertices components of the triangle
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@ -90,7 +92,7 @@ void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB&
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if (localAABB.testCollisionTriangleAABB(trianglePoints)) {
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// Call the callback to report this triangle
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callback.reportTriangle(trianglePoints);
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callback.testTriangle(trianglePoints);
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}
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}
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}
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@ -104,3 +106,72 @@ bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxySh
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return false;
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}
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// Recompute the bounds of the mesh
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void ConcaveMeshShape::recalculateBounds() {
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bool isFirstVertex = true;
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// For each sub-part of the mesh
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for (int i=0; i<mTriangleMesh->getNbSubparts(); i++) {
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(i);
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TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
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TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
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unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
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unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
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int vertexStride = triangleVertexArray->getVerticesStride();
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int indexStride = triangleVertexArray->getIndicesStride();
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// For each triangle of the concave mesh
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for (int j=0; j<triangleVertexArray->getNbTriangles(); j++) {
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// For each vertex of the triangle
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for (int k=0; k < 3; k++) {
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// Get the index of the current vertex in the triangle
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int vertexIndex;
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if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
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vertexIndex = ((unsigned int*)(indicesStart + j * indexStride))[k];
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}
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else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)(indicesStart + j * indexStride))[k];
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}
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Vector3 vertex;
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// Get the vertices components of the triangle
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if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
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const float* vertices = (float*)(verticesStart + vertexIndex * vertexStride);
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vertex[0] = decimal(vertices[0]);
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vertex[1] = decimal(vertices[1]);
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vertex[2] = decimal(vertices[2]);
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}
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else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
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const double* vertices = (double*)(verticesStart + vertexIndex * vertexStride);
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vertex[0] = decimal(vertices[0]);
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vertex[1] = decimal(vertices[1]);
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vertex[2] = decimal(vertices[2]);
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}
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if (isFirstVertex) {
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mMinBounds.setAllValues(vertex.x, vertex.y, vertex.z);
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mMaxBounds.setAllValues(vertex.x, vertex.y, vertex.z);
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isFirstVertex = false;
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}
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else {
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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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}
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}
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}
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}
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@ -51,6 +51,12 @@ class ConcaveMeshShape : public ConcaveShape {
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/// Triangle mesh
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TriangleMesh* mTriangleMesh;
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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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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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@ -76,6 +82,10 @@ class ConcaveMeshShape : public ConcaveShape {
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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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/// Recompute the bounds of the mesh
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// TODO : Check if we need this when AABB tree is used
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void recalculateBounds();
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public:
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/// Constructor
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@ -90,11 +100,8 @@ class ConcaveMeshShape : public ConcaveShape {
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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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/// Update the AABB of a body using its collision shape
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virtual void computeAABB(AABB& aabb, const Transform& transform);
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/// Use a callback method on all triangles of the concave shape inside a given AABB
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virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const=0;
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virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const;
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};
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// Return the number of bytes used by the collision shape
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@ -125,7 +132,8 @@ inline Vector3 ConcaveMeshShape::getLocalSupportPointWithoutMargin(const Vector3
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*/
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inline void ConcaveMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
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// TODO : Implement this
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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 sphere
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@ -136,19 +144,13 @@ inline void ConcaveMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
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*/
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inline void ConcaveMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
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// TODO : Implement this
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tensor.setToZero();
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}
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// Update the AABB of a body using its collision shape
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/**
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* @param[out] aabb The axis-aligned bounding box (AABB) of the collision shape
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* computed in world-space coordinates
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* @param transform Transform used to compute the AABB of the collision shape
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*/
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inline void ConcaveMeshShape::computeAABB(AABB& aabb, const Transform& transform) {
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// TODO : Implement this
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// Default inertia tensor
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// Note that this is not very realistic for a concave triangle mesh.
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// However, in most cases, it will only be used static bodies and therefore,
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// the inertia tensor is not used.
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tensor.setAllValues(mass, 0, 0,
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0, mass, 0,
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0, 0, mass);
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}
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// Return true if a point is inside the collision shape
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@ -42,7 +42,7 @@ class TriangleCallback {
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public:
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/// Report a triangle
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virtual void reportTriangle(const Vector3* trianglePoints)=0;
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virtual void testTriangle(const Vector3* trianglePoints)=0;
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};
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@ -178,6 +178,9 @@ Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direct
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// Recompute the bounds of the mesh
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void ConvexMeshShape::recalculateBounds() {
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// TODO : Only works if the local origin is inside the mesh
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// => Make it more robust (init with first vertex of mesh instead)
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mMinBounds.setToZero();
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mMaxBounds.setToZero();
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@ -50,9 +50,12 @@
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#include "collision/shapes/CylinderShape.h"
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#include "collision/shapes/CapsuleShape.h"
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#include "collision/shapes/ConvexMeshShape.h"
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#include "collision/shapes/ConcaveMeshShape.h"
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#include "collision/shapes/AABB.h"
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#include "collision/ProxyShape.h"
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#include "collision/RaycastInfo.h"
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#include "collision/TriangleMesh.h"
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#include "collision/TriangleVertexArray.h"
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#include "constraint/BallAndSocketJoint.h"
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#include "constraint/SliderJoint.h"
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#include "constraint/HingeJoint.h"
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