293 lines
11 KiB
C++
293 lines
11 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 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/AABB.h"
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namespace reactphysics3d {
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class HeightFieldShape;
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class Profiler;
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class TriangleShape;
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// Class TriangleOverlapCallback
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/**
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* This class is used for testing AABB and triangle overlap for raycasting
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*/
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class TriangleOverlapCallback : public TriangleCallback {
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protected:
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const Ray& mRay;
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ProxyShape* mProxyShape;
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RaycastInfo& mRaycastInfo;
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bool mIsHit;
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decimal mSmallestHitFraction;
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const HeightFieldShape& mHeightFieldShape;
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MemoryAllocator& mAllocator;
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#ifdef IS_PROFILING_ACTIVE
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/// Pointer to the profiler
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Profiler* mProfiler;
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#endif
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public:
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// Constructor
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TriangleOverlapCallback(const Ray& ray, ProxyShape* proxyShape, RaycastInfo& raycastInfo,
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const HeightFieldShape& heightFieldShape, MemoryAllocator& allocator)
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: mRay(ray), mProxyShape(proxyShape), mRaycastInfo(raycastInfo),
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mHeightFieldShape (heightFieldShape), mAllocator(allocator) {
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mIsHit = false;
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mSmallestHitFraction = mRay.maxFraction;
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}
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bool getIsHit() const {return mIsHit;}
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/// Raycast test between a ray and a triangle of the heightfield
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virtual void testTriangle(const Vector3* trianglePoints, const Vector3* verticesNormals, uint shapeId) override;
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#ifdef IS_PROFILING_ACTIVE
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/// Set the profiler
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void setProfiler(Profiler* profiler) {
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mProfiler = profiler;
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}
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#endif
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};
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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. The height field is made of a grid with rows and columns with a
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* height value at each grid point. Note that the height values are not copied into the shape
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* but are shared instead. The height values can be of type integer, float or double.
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* When creating a HeightFieldShape, you need to specify the minimum and maximum height value of
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* your height field. Note that the HeightFieldShape will be re-centered based on its AABB. It means
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* that for instance, if the minimum height value is -200 and the maximum value is 400, the final
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* minimum height of the field in the simulation will be -300 and the maximum height will be 300.
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*/
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class HeightFieldShape : public ConcaveShape {
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public:
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/// Data type for the height data of the height field
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enum class HeightDataType {HEIGHT_FLOAT_TYPE, HEIGHT_DOUBLE_TYPE, HEIGHT_INT_TYPE};
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protected:
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// -------------------- Attributes -------------------- //
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/// Number of columns in the grid of the height field
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int mNbColumns;
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/// Number of rows in the grid of the height field
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int mNbRows;
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/// Height field width
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decimal mWidth;
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/// Height field length
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decimal 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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/// Height values scale for height field with integer height values
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decimal mIntegerHeightScale;
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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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/// Local AABB of the height field (without scaling)
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AABB mAABB;
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/// Scaling vector
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const Vector3 mScaling;
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// -------------------- Methods -------------------- //
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape, MemoryAllocator& allocator) const override;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const override;
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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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/// Return the closest inside integer grid value of a given floating grid value
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int computeIntegerGridValue(decimal value) const;
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/// Compute the min/max grid coords corresponding to the intersection of the AABB of the height field and the AABB to collide
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void computeMinMaxGridCoordinates(int* minCoords, int* maxCoords, const AABB& aabbToCollide) const;
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/// Compute the shape Id for a given triangle
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uint computeTriangleShapeId(uint iIndex, uint jIndex, uint secondTriangleIncrement) const;
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public:
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/// Constructor
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HeightFieldShape(int nbGridColumns, int nbGridRows, decimal minHeight, decimal maxHeight,
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const void* heightFieldData, HeightDataType dataType,
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int upAxis = 1, decimal integerHeightScale = 1.0f,
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const Vector3& scaling = Vector3(1,1,1));
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/// Destructor
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virtual ~HeightFieldShape() override = default;
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/// Deleted copy-constructor
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HeightFieldShape(const HeightFieldShape& shape) = delete;
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/// Deleted assignment operator
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HeightFieldShape& operator=(const HeightFieldShape& shape) = delete;
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/// Return the scaling factor
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const Vector3& getScaling() const;
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/// Return the number of rows in the height field
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int getNbRows() const;
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/// Return the number of columns in the height field
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int getNbColumns() const;
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/// Return the vertex (local-coordinates) of the height field at a given (x,y) position
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Vector3 getVertexAt(int x, int y) const;
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/// Return the height of a given (x,y) point in the height field
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decimal getHeightAt(int x, int y) const;
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/// Return the type of height value in the height field
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HeightDataType getHeightDataType() const;
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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 override;
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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 override;
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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 override;
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/// Return the string representation of the shape
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virtual std::string to_string() const override;
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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 scaling factor
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inline const Vector3& HeightFieldShape::getScaling() const {
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return mScaling;
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}
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// Return the number of rows in the height field
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inline int HeightFieldShape::getNbRows() const {
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return mNbRows;
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}
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// Return the number of columns in the height field
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inline int HeightFieldShape::getNbColumns() const {
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return mNbColumns;
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}
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// Return the type of height value in the height field
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inline HeightFieldShape::HeightDataType HeightFieldShape::getHeightDataType() const {
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return mHeightDataType;
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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 height of a given (x,y) point in the height field
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inline decimal HeightFieldShape::getHeightAt(int x, int y) const {
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switch(mHeightDataType) {
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case HeightDataType::HEIGHT_FLOAT_TYPE : return ((float*)mHeightFieldData)[y * mNbColumns + x];
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case HeightDataType::HEIGHT_DOUBLE_TYPE : return ((double*)mHeightFieldData)[y * mNbColumns + x];
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case HeightDataType::HEIGHT_INT_TYPE : return ((int*)mHeightFieldData)[y * mNbColumns + x] * mIntegerHeightScale;
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default: assert(false); return 0;
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}
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}
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// Return the closest inside integer grid value of a given floating grid value
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inline int HeightFieldShape::computeIntegerGridValue(decimal value) const {
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return (value < decimal(0.0)) ? value - decimal(0.5) : value + decimal(0.5);
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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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// Compute the shape Id for a given triangle
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inline uint HeightFieldShape::computeTriangleShapeId(uint iIndex, uint jIndex, uint secondTriangleIncrement) const {
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return (jIndex * (mNbColumns - 1) + iIndex) * 2 + secondTriangleIncrement;
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}
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}
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#endif
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