Add HeightFieldShape class

This commit is contained in:
Daniel Chappuis 2016-01-14 21:34:30 +01:00
parent 739e0fec73
commit b7769e5211
3 changed files with 234 additions and 0 deletions

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@ -98,6 +98,8 @@ SET (REACTPHYSICS3D_SOURCES
"src/collision/shapes/TriangleShape.cpp"
"src/collision/shapes/ConcaveMeshShape.h"
"src/collision/shapes/ConcaveMeshShape.cpp"
"src/collision/shapes/HeightFieldShape.h"
"src/collision/shapes/HeightFieldShape.cpp"
"src/collision/RaycastInfo.h"
"src/collision/RaycastInfo.cpp"
"src/collision/ProxyShape.h"

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@ -0,0 +1,65 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
// Libraries
#include "HeightFieldShape.h"
using namespace reactphysics3d;
// Constructor
// TODO : Add documentation to this constructor
HeightFieldShape::HeightFieldShape(int width, int length, int minHeight, int maxHeight,
const void* heightFieldData, HeightDataType dataType, int upAxis)
: ConcaveShape(CONCAVE_MESH), mWidth(width), mLength(length), mMinHeight(minHeight),
mMaxHeight(maxHeight), mUpAxis(upAxis), mHeightDataType(dataType) {
assert(width >= 1);
assert(length >= 1);
assert(minHeight <= maxHeight);
assert(upAxis == 0 || upAxis == 1 || upAxis == 2);
mHeightFieldData = heightFieldData;
}
// Destructor
HeightFieldShape::~HeightFieldShape() {
}
// Use a callback method on all triangles of the concave shape inside a given AABB
void HeightFieldShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
// TODO : Implement this
}
// Raycast method with feedback information
/// Note that only the first triangle hit by the ray in the mesh will be returned, even if
/// the ray hits many triangles.
bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
PROFILE("HeightFieldShape::raycast()");
// TODO : Implement this
}

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@ -0,0 +1,167 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* 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_HEIGHTFIELD_SHAPE_H
#define REACTPHYSICS3D_HEIGHTFIELD_SHAPE_H
// Libraries
#include "ConcaveShape.h"
#include "collision/shapes/TriangleShape.h"
#include "engine/Profiler.h"
namespace reactphysics3d {
// TODO : Implement raycasting for this shape
// TODO : Implement smooth collision mesh for this shape
// Class HeightFieldShape
/**
* This class represents a static height field that can be used to represent
* a terrain.
*/
class HeightFieldShape : public ConcaveShape {
/// Data type for the height data of the height field
enum HeightDataType {HEIGHT_FLOAT_TYPE, HEIGHT_DOUBLE_TYPE, HEIGHT_INT_TYPE};
protected:
// -------------------- Attributes -------------------- //
/// Height field width
int mWidth;
/// Height field length
int mLength;
/// Minimum height of the height field
decimal mMinHeight;
/// Maximum height of the height field
decimal mMaxHeight;
/// Up axis direction (0 => x, 1 => y, 2 => z)
int mUpAxis;
/// Data type of the height values
HeightDataType mHeightDataType;
/// Array of data with all the height values of the height field
const void* mHeightFieldData;
// -------------------- Methods -------------------- //
/// Private copy-constructor
HeightFieldShape(const HeightFieldShape& shape);
/// Private assignment operator
HeightFieldShape& operator=(const HeightFieldShape& shape);
/// Raycast method with feedback information
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const;
/// Return the number of bytes used by the collision shape
virtual size_t getSizeInBytes() const;
/// Insert all the triangles into the dynamic AABB tree
void initBVHTree();
/// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
/// given the start vertex index pointer of the triangle.
void getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
Vector3* outTriangleVertices) const;
public:
/// Constructor
HeightFieldShape(int width, int length, int minHeight, int maxHeight,
const void* heightFieldData, HeightDataType dataType, int upAxis = 1);
/// Destructor
~HeightFieldShape();
/// Return the local bounds of the shape in x, y and z directions.
virtual void getLocalBounds(Vector3& min, Vector3& max) const;
/// Set the local scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling);
/// Return the local inertia tensor of the collision shape
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const;
/// Use a callback method on all triangles of the concave shape inside a given AABB
virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const;
// ---------- Friendship ----------- //
friend class ConvexTriangleAABBOverlapCallback;
friend class ConcaveMeshRaycastCallback;
};
// Return the number of bytes used by the collision shape
inline size_t HeightFieldShape::getSizeInBytes() const {
return sizeof(HeightFieldShape);
}
// Return the local bounds of the shape in x, y and z directions.
// This method is used to compute the AABB of the box
/**
* @param min The minimum bounds of the shape in local-space coordinates
* @param max The maximum bounds of the shape in local-space coordinates
*/
inline void HeightFieldShape::getLocalBounds(Vector3& min, Vector3& max) const {
// TODO : Implement this
}
// Set the local scaling vector of the collision shape
inline void HeightFieldShape::setLocalScaling(const Vector3& scaling) {
CollisionShape::setLocalScaling(scaling);
// TODO : Implement this
}
// Return the local inertia tensor
/**
* @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
*/
inline void HeightFieldShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
// Default inertia tensor
// Note that this is not very realistic for a concave triangle mesh.
// However, in most cases, it will only be used static bodies and therefore,
// the inertia tensor is not used.
tensor.setAllValues(mass, 0, 0,
0, mass, 0,
0, 0, mass);
}
}
#endif