167 lines
8.1 KiB
C++
167 lines
8.1 KiB
C++
/********************************************************************************
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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 "ConcaveMeshShape.h"
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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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// Insert all the triangles into the dynamic AABB tree
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initBVHTree();
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}
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// Destructor
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ConcaveMeshShape::~ConcaveMeshShape() {
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}
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// Insert all the triangles into the dynamic AABB tree
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void ConcaveMeshShape::initBVHTree() {
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// TODO : Try to randomly add the triangles into the tree to obtain a better tree
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// For each sub-part of the mesh
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for (int subPart=0; subPart<mTriangleMesh->getNbSubparts(); subPart++) {
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
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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 triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
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Vector3 trianglePoints[3];
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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 = ((uint*)vertexIndexPointer)[k];
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}
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else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
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}
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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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trianglePoints[k][0] = decimal(vertices[0]) * mScaling.x;
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trianglePoints[k][1] = decimal(vertices[1]) * mScaling.y;
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trianglePoints[k][2] = decimal(vertices[2]) * mScaling.z;
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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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trianglePoints[k][0] = decimal(vertices[0]) * mScaling.x;
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trianglePoints[k][1] = decimal(vertices[1]) * mScaling.y;
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trianglePoints[k][2] = decimal(vertices[2]) * mScaling.z;
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}
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}
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// Create the AABB for the triangle
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AABB aabb = AABB::createAABBForTriangle(trianglePoints);
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// Add the AABB with the index of the triangle into the dynamic AABB tree
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mDynamicAABBTree.addObject(aabb, subPart, triangleIndex);
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}
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}
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}
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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 ConcaveMeshShape::getTriangleVerticesWithIndexPointer(int32 subPart, int32 triangleIndex,
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Vector3* outTriangleVertices) const {
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = mTriangleMesh->getSubpart(subPart);
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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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void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
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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 = ((uint*)vertexIndexPointer)[k];
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}
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else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
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}
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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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outTriangleVertices[k][0] = decimal(vertices[0]) * mScaling.x;
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outTriangleVertices[k][1] = decimal(vertices[1]) * mScaling.y;
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outTriangleVertices[k][2] = decimal(vertices[2]) * mScaling.z;
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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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outTriangleVertices[k][0] = decimal(vertices[0]) * mScaling.x;
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outTriangleVertices[k][1] = decimal(vertices[1]) * mScaling.y;
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outTriangleVertices[k][2] = decimal(vertices[2]) * mScaling.z;
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}
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}
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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 ConcaveMeshShape::testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const {
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ConvexTriangleAABBOverlapCallback overlapCallback(callback, *this, mDynamicAABBTree);
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// Ask the Dynamic AABB Tree to report all the triangles that are overlapping
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// with the AABB of the convex shape.
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mDynamicAABBTree.reportAllShapesOverlappingWithAABB(localAABB, overlapCallback);
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}
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// Raycast method with feedback information
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bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
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// TODO : Implement this
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return false;
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}
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