reactphysics3d/src/collision/shapes/ConcaveMeshShape.cpp

167 lines
8.1 KiB
C++

/********************************************************************************
* 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 "ConcaveMeshShape.h"
using namespace reactphysics3d;
// Constructor
ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* triangleMesh) : ConcaveShape(CONCAVE_MESH) {
mTriangleMesh = triangleMesh;
// Insert all the triangles into the dynamic AABB tree
initBVHTree();
}
// Destructor
ConcaveMeshShape::~ConcaveMeshShape() {
}
// Insert all the triangles into the dynamic AABB tree
void ConcaveMeshShape::initBVHTree() {
// TODO : Try to randomly add the triangles into the tree to obtain a better tree
// For each sub-part of the mesh
for (int subPart=0; subPart<mTriangleMesh->getNbSubparts(); subPart++) {
// Get the triangle vertex array of the current sub-part
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
int vertexStride = triangleVertexArray->getVerticesStride();
int indexStride = triangleVertexArray->getIndicesStride();
// For each triangle of the concave mesh
for (int triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
Vector3 trianglePoints[3];
// For each vertex of the triangle
for (int k=0; k < 3; k++) {
// Get the index of the current vertex in the triangle
int vertexIndex;
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
vertexIndex = ((uint*)vertexIndexPointer)[k];
}
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
}
// Get the vertices components of the triangle
if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
const float* vertices = (float*)(verticesStart + vertexIndex * vertexStride);
trianglePoints[k][0] = decimal(vertices[0]) * mScaling.x;
trianglePoints[k][1] = decimal(vertices[1]) * mScaling.y;
trianglePoints[k][2] = decimal(vertices[2]) * mScaling.z;
}
else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
const double* vertices = (double*)(verticesStart + vertexIndex * vertexStride);
trianglePoints[k][0] = decimal(vertices[0]) * mScaling.x;
trianglePoints[k][1] = decimal(vertices[1]) * mScaling.y;
trianglePoints[k][2] = decimal(vertices[2]) * mScaling.z;
}
}
// Create the AABB for the triangle
AABB aabb = AABB::createAABBForTriangle(trianglePoints);
// Add the AABB with the index of the triangle into the dynamic AABB tree
mDynamicAABBTree.addObject(aabb, subPart, triangleIndex);
}
}
}
// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
// given the start vertex index pointer of the triangle
void ConcaveMeshShape::getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
Vector3* outTriangleVertices) const {
// Get the triangle vertex array of the current sub-part
TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
int vertexStride = triangleVertexArray->getVerticesStride();
int indexStride = triangleVertexArray->getIndicesStride();
void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
// For each vertex of the triangle
for (int k=0; k < 3; k++) {
// Get the index of the current vertex in the triangle
int vertexIndex;
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
vertexIndex = ((uint*)vertexIndexPointer)[k];
}
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
}
// Get the vertices components of the triangle
if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
const float* vertices = (float*)(verticesStart + vertexIndex * vertexStride);
outTriangleVertices[k][0] = decimal(vertices[0]) * mScaling.x;
outTriangleVertices[k][1] = decimal(vertices[1]) * mScaling.y;
outTriangleVertices[k][2] = decimal(vertices[2]) * mScaling.z;
}
else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
const double* vertices = (double*)(verticesStart + vertexIndex * vertexStride);
outTriangleVertices[k][0] = decimal(vertices[0]) * mScaling.x;
outTriangleVertices[k][1] = decimal(vertices[1]) * mScaling.y;
outTriangleVertices[k][2] = decimal(vertices[2]) * mScaling.z;
}
}
}
// Use a callback method on all triangles of the concave shape inside a given AABB
void ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
ConvexTriangleAABBOverlapCallback overlapCallback(callback, *this, mDynamicAABBTree);
// Ask the Dynamic AABB Tree to report all the triangles that are overlapping
// with the AABB of the convex shape.
mDynamicAABBTree.reportAllShapesOverlappingWithAABB(localAABB, overlapCallback);
}
// Raycast method with feedback information
bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
// TODO : Implement this
return false;
}