239 lines
9.6 KiB
C++
239 lines
9.6 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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 <complex>
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#include "../../configuration.h"
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#include "ConvexMeshShape.h"
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using namespace reactphysics3d;
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// Constructor to initialize with a array of 3D vertices.
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/// This method creates an internal copy of the input vertices.
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ConvexMeshShape::ConvexMeshShape(const decimal* arrayVertices, uint nbVertices, int stride,
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decimal margin)
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: CollisionShape(CONVEX_MESH, margin), mNbVertices(nbVertices), mMinBounds(0, 0, 0),
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mMaxBounds(0, 0, 0), mIsEdgesInformationUsed(false) {
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assert(nbVertices > 0);
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assert(stride > 0);
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assert(margin > decimal(0.0));
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const unsigned char* vertexPointer = (const unsigned char*) arrayVertices;
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// Copy all the vertices into the internal array
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for (uint i=0; i<mNbVertices; i++) {
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const decimal* newPoint = (const decimal*) vertexPointer;
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mVertices.push_back(Vector3(newPoint[0], newPoint[1], newPoint[2]));
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vertexPointer += stride;
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}
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// Recalculate the bounds of the mesh
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recalculateBounds();
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}
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// Constructor.
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/// If you use this constructor, you will need to set the vertices manually one by one using
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/// the addVertex() method.
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ConvexMeshShape::ConvexMeshShape(decimal margin)
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: CollisionShape(CONVEX_MESH, margin), mNbVertices(0), mMinBounds(0, 0, 0),
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mMaxBounds(0, 0, 0), mIsEdgesInformationUsed(false) {
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assert(margin > decimal(0.0));
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}
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// Private copy-constructor
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ConvexMeshShape::ConvexMeshShape(const ConvexMeshShape& shape)
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: CollisionShape(shape), mVertices(shape.mVertices), mNbVertices(shape.mNbVertices),
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mMinBounds(shape.mMinBounds), mMaxBounds(shape.mMaxBounds),
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mIsEdgesInformationUsed(shape.mIsEdgesInformationUsed),
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mEdgesAdjacencyList(shape.mEdgesAdjacencyList) {
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assert(mNbVertices == mVertices.size());
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}
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// Destructor
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ConvexMeshShape::~ConvexMeshShape() {
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}
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// Return a local support point in a given direction with the object margin
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Vector3 ConvexMeshShape::getLocalSupportPointWithMargin(const Vector3& direction,
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uint& cachedSupportVertex) const {
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// Get the support point without the margin
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Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction, cachedSupportVertex);
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// Get the unit direction vector
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Vector3 unitDirection = direction;
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if (direction.lengthSquare() < MACHINE_EPSILON * MACHINE_EPSILON) {
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unitDirection.setAllValues(1.0, 1.0, 1.0);
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}
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unitDirection.normalize();
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// Add the margin to the support point and return it
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return supportPoint + unitDirection * mMargin;
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}
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// Return a local support point in a given direction without the object margin.
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/// If the edges information is not used for collision detection, this method will go through
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/// the whole vertices list and pick up the vertex with the largest dot product in the support
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/// direction. This is an O(n) process with "n" being the number of vertices in the mesh.
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/// However, if the edges information is used, we can cache the previous support vertex and use
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/// it as a start in a hill-climbing (local search) process to find the new support vertex which
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/// will be in most of the cases very close to the previous one. Using hill-climbing, this method
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/// runs in almost constant time.
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Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direction,
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uint& cachedSupportVertex) const {
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assert(mNbVertices == mVertices.size());
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// If the edges information is used to speed up the collision detection
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if (mIsEdgesInformationUsed) {
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assert(mEdgesAdjacencyList.size() == mNbVertices);
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uint maxVertex = cachedSupportVertex;
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decimal maxDotProduct = direction.dot(mVertices[maxVertex]);
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bool isOptimal;
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// Perform hill-climbing (local search)
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do {
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isOptimal = true;
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assert(mEdgesAdjacencyList.at(maxVertex).size() > 0);
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// For all neighbors of the current vertex
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std::set<uint>::const_iterator it;
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std::set<uint>::const_iterator itBegin = mEdgesAdjacencyList.at(maxVertex).begin();
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std::set<uint>::const_iterator itEnd = mEdgesAdjacencyList.at(maxVertex).end();
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for (it = itBegin; it != itEnd; ++it) {
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// Compute the dot product
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decimal dotProduct = direction.dot(mVertices[*it]);
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// If the current vertex is a better vertex (larger dot product)
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if (dotProduct > maxDotProduct) {
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maxVertex = *it;
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maxDotProduct = dotProduct;
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isOptimal = false;
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}
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}
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} while(!isOptimal);
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// Cache the support vertex
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cachedSupportVertex = maxVertex;
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// Return the support vertex
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return mVertices[maxVertex];
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}
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else { // If the edges information is not used
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decimal maxDotProduct = DECIMAL_SMALLEST;
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uint indexMaxDotProduct = 0;
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// For each vertex of the mesh
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for (uint i=0; i<mNbVertices; i++) {
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// Compute the dot product of the current vertex
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decimal dotProduct = direction.dot(mVertices[i]);
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// If the current dot product is larger than the maximum one
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if (dotProduct > maxDotProduct) {
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indexMaxDotProduct = i;
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maxDotProduct = dotProduct;
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}
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}
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assert(maxDotProduct >= decimal(0.0));
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// Return the vertex with the largest dot product in the support direction
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return mVertices[indexMaxDotProduct];
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}
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}
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// Recompute the bounds of the mesh
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void ConvexMeshShape::recalculateBounds() {
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mMinBounds.setToZero();
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mMaxBounds.setToZero();
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// For each vertex of the mesh
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for (uint i=0; i<mNbVertices; i++) {
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if (mVertices[i].x > mMaxBounds.x) mMaxBounds.x = mVertices[i].x;
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if (mVertices[i].x < mMinBounds.x) mMinBounds.x = mVertices[i].x;
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if (mVertices[i].y > mMaxBounds.y) mMaxBounds.y = mVertices[i].y;
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if (mVertices[i].y < mMinBounds.y) mMinBounds.y = mVertices[i].y;
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if (mVertices[i].z > mMaxBounds.z) mMaxBounds.z = mVertices[i].z;
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if (mVertices[i].z < mMinBounds.z) mMinBounds.z = mVertices[i].z;
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}
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// Add the object margin to the bounds
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mMaxBounds += Vector3(mMargin, mMargin, mMargin);
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mMinBounds -= Vector3(mMargin, mMargin, mMargin);
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}
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// Test equality between two cone shapes
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bool ConvexMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const {
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const ConvexMeshShape& otherShape = dynamic_cast<const ConvexMeshShape&>(otherCollisionShape);
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assert(mNbVertices == mVertices.size());
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if (mNbVertices != otherShape.mNbVertices) return false;
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if (mIsEdgesInformationUsed != otherShape.mIsEdgesInformationUsed) return false;
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if (mEdgesAdjacencyList.size() != otherShape.mEdgesAdjacencyList.size()) return false;
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// Check that the vertices are the same
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for (uint i=0; i<mNbVertices; i++) {
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if (mVertices[i] != otherShape.mVertices[i]) return false;
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}
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// Check that the edges are the same
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for (uint i=0; i<mEdgesAdjacencyList.size(); i++) {
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assert(otherShape.mEdgesAdjacencyList.count(i) == 1);
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if (mEdgesAdjacencyList.at(i) != otherShape.mEdgesAdjacencyList.at(i)) return false;
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}
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return true;
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}
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// Constructor
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ProxyConvexMeshShape::ProxyConvexMeshShape(ConvexMeshShape* shape, CollisionBody* body,
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const Transform& transform, decimal mass)
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:ProxyShape(body, transform, mass), mCollisionShape(shape),
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mCachedSupportVertex(0) {
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}
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// Destructor
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ProxyConvexMeshShape::~ProxyConvexMeshShape() {
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}
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