Add HeightFieldShape class
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@ -98,6 +98,8 @@ SET (REACTPHYSICS3D_SOURCES
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"src/collision/shapes/TriangleShape.cpp"
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"src/collision/shapes/ConcaveMeshShape.h"
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"src/collision/shapes/ConcaveMeshShape.cpp"
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"src/collision/shapes/HeightFieldShape.h"
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"src/collision/shapes/HeightFieldShape.cpp"
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"src/collision/RaycastInfo.h"
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"src/collision/RaycastInfo.cpp"
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"src/collision/ProxyShape.h"
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65
src/collision/shapes/HeightFieldShape.cpp
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src/collision/shapes/HeightFieldShape.cpp
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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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// Libraries
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#include "HeightFieldShape.h"
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using namespace reactphysics3d;
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// Constructor
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// TODO : Add documentation to this constructor
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HeightFieldShape::HeightFieldShape(int width, int length, int minHeight, int maxHeight,
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const void* heightFieldData, HeightDataType dataType, int upAxis)
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: ConcaveShape(CONCAVE_MESH), mWidth(width), mLength(length), mMinHeight(minHeight),
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mMaxHeight(maxHeight), mUpAxis(upAxis), mHeightDataType(dataType) {
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assert(width >= 1);
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assert(length >= 1);
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assert(minHeight <= maxHeight);
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assert(upAxis == 0 || upAxis == 1 || upAxis == 2);
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mHeightFieldData = heightFieldData;
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}
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// Destructor
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HeightFieldShape::~HeightFieldShape() {
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}
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// Use a callback method on all triangles of the concave shape inside a given AABB
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void HeightFieldShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
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// TODO : Implement this
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}
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// Raycast method with feedback information
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/// Note that only the first triangle hit by the ray in the mesh will be returned, even if
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/// the ray hits many triangles.
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bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
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PROFILE("HeightFieldShape::raycast()");
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// TODO : Implement this
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}
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src/collision/shapes/HeightFieldShape.h
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167
src/collision/shapes/HeightFieldShape.h
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@ -0,0 +1,167 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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_HEIGHTFIELD_SHAPE_H
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#define REACTPHYSICS3D_HEIGHTFIELD_SHAPE_H
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// Libraries
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#include "ConcaveShape.h"
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#include "collision/shapes/TriangleShape.h"
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#include "engine/Profiler.h"
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namespace reactphysics3d {
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// TODO : Implement raycasting for this shape
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// TODO : Implement smooth collision mesh for this shape
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// Class HeightFieldShape
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/**
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* This class represents a static height field that can be used to represent
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* a terrain.
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*/
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class HeightFieldShape : public ConcaveShape {
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/// Data type for the height data of the height field
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enum HeightDataType {HEIGHT_FLOAT_TYPE, HEIGHT_DOUBLE_TYPE, HEIGHT_INT_TYPE};
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protected:
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// -------------------- Attributes -------------------- //
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/// Height field width
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int mWidth;
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/// Height field length
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int mLength;
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/// Minimum height of the height field
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decimal mMinHeight;
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/// Maximum height of the height field
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decimal mMaxHeight;
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/// Up axis direction (0 => x, 1 => y, 2 => z)
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int mUpAxis;
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/// Data type of the height values
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HeightDataType mHeightDataType;
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/// Array of data with all the height values of the height field
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const void* mHeightFieldData;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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HeightFieldShape(const HeightFieldShape& shape);
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/// Private assignment operator
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HeightFieldShape& operator=(const HeightFieldShape& shape);
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) 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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/// Insert all the triangles into the dynamic AABB tree
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void initBVHTree();
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/// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
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/// given the start vertex index pointer of the triangle.
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void getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
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Vector3* outTriangleVertices) const;
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public:
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/// Constructor
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HeightFieldShape(int width, int length, int minHeight, int maxHeight,
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const void* heightFieldData, HeightDataType dataType, int upAxis = 1);
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/// Destructor
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~HeightFieldShape();
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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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/// Set the local scaling vector of the collision shape
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virtual void setLocalScaling(const Vector3& scaling);
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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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/// 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;
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// ---------- Friendship ----------- //
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friend class ConvexTriangleAABBOverlapCallback;
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friend class ConcaveMeshRaycastCallback;
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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 HeightFieldShape::getSizeInBytes() const {
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return sizeof(HeightFieldShape);
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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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// This method is used to compute the AABB of the box
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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 HeightFieldShape::getLocalBounds(Vector3& min, Vector3& max) const {
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// TODO : Implement this
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}
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// Set the local scaling vector of the collision shape
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inline void HeightFieldShape::setLocalScaling(const Vector3& scaling) {
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CollisionShape::setLocalScaling(scaling);
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// TODO : Implement this
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}
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// Return the local inertia tensor
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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 HeightFieldShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
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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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}
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#endif
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