reactphysics3d/src/collision/shapes/HeightFieldShape.cpp
2020-01-20 21:22:46 +01:00

335 lines
16 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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"
#include "collision/RaycastInfo.h"
#include "utils/Profiler.h"
using namespace reactphysics3d;
// Constructor
/**
* @param nbGridColumns Number of columns in the grid of the height field
* @param nbGridRows Number of rows in the grid of the height field
* @param minHeight Minimum height value of the height field
* @param maxHeight Maximum height value of the height field
* @param heightFieldData Pointer to the first height value data (note that values are shared and not copied)
* @param dataType Data type for the height values (int, float, double)
* @param upAxis Integer representing the up axis direction (0 for x, 1 for y and 2 for z)
* @param integerHeightScale Scaling factor used to scale the height values (only when height values type is integer)
*/
HeightFieldShape::HeightFieldShape(int nbGridColumns, int nbGridRows, decimal minHeight, decimal maxHeight,
const void* heightFieldData, HeightDataType dataType, int upAxis,
decimal integerHeightScale, const Vector3& scaling)
: ConcaveShape(CollisionShapeName::HEIGHTFIELD), mNbColumns(nbGridColumns), mNbRows(nbGridRows),
mWidth(nbGridColumns - 1), mLength(nbGridRows - 1), mMinHeight(minHeight),
mMaxHeight(maxHeight), mUpAxis(upAxis), mIntegerHeightScale(integerHeightScale),
mHeightDataType(dataType), mScaling(scaling) {
assert(nbGridColumns >= 2);
assert(nbGridRows >= 2);
assert(mWidth >= 1);
assert(mLength >= 1);
assert(minHeight <= maxHeight);
assert(upAxis == 0 || upAxis == 1 || upAxis == 2);
mHeightFieldData = heightFieldData;
decimal halfHeight = (mMaxHeight - mMinHeight) * decimal(0.5);
assert(halfHeight >= 0);
// Compute the local AABB of the height field
if (mUpAxis == 0) {
mAABB.setMin(Vector3(-halfHeight, -mWidth * decimal(0.5), -mLength * decimal(0.5)));
mAABB.setMax(Vector3(halfHeight, mWidth * decimal(0.5), mLength* decimal(0.5)));
}
else if (mUpAxis == 1) {
mAABB.setMin(Vector3(-mWidth * decimal(0.5), -halfHeight, -mLength * decimal(0.5)));
mAABB.setMax(Vector3(mWidth * decimal(0.5), halfHeight, mLength * decimal(0.5)));
}
else if (mUpAxis == 2) {
mAABB.setMin(Vector3(-mWidth * decimal(0.5), -mLength * decimal(0.5), -halfHeight));
mAABB.setMax(Vector3(mWidth * decimal(0.5), mLength * decimal(0.5), halfHeight));
}
}
// 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
*/
void HeightFieldShape::getLocalBounds(Vector3& min, Vector3& max) const {
min = mAABB.getMin() * mScaling;
max = mAABB.getMax() * mScaling;
}
// Test collision with the triangles of the height field shape. The idea is to use the AABB
// of the body when need to test and see against which triangles of the height-field we need
// to test for collision. We compute the sub-grid points that are inside the other body's AABB
// and then for each rectangle in the sub-grid we generate two triangles that we use to test collision.
void HeightFieldShape::computeOverlappingTriangles(const AABB& localAABB, List<Vector3>& triangleVertices,
List<Vector3>& triangleVerticesNormals, List<uint>& shapeIds,
MemoryAllocator& allocator) const {
RP3D_PROFILE("HeightFieldShape::computeOverlappingTriangles()", mProfiler);
// Compute the non-scaled AABB
Vector3 inverseScaling(decimal(1.0) / mScaling.x, decimal(1.0) / mScaling.y, decimal(1.0) / mScaling.z);
AABB aabb(localAABB.getMin() * inverseScaling, localAABB.getMax() * inverseScaling);
// Compute the integer grid coordinates inside the area we need to test for collision
int minGridCoords[3];
int maxGridCoords[3];
computeMinMaxGridCoordinates(minGridCoords, maxGridCoords, aabb);
// Compute the starting and ending coords of the sub-grid according to the up axis
int iMin = 0;
int iMax = 0;
int jMin = 0;
int jMax = 0;
switch(mUpAxis) {
case 0 : iMin = clamp(minGridCoords[1], 0, mNbColumns - 1);
iMax = clamp(maxGridCoords[1], 0, mNbColumns - 1);
jMin = clamp(minGridCoords[2], 0, mNbRows - 1);
jMax = clamp(maxGridCoords[2], 0, mNbRows - 1);
break;
case 1 : iMin = clamp(minGridCoords[0], 0, mNbColumns - 1);
iMax = clamp(maxGridCoords[0], 0, mNbColumns - 1);
jMin = clamp(minGridCoords[2], 0, mNbRows - 1);
jMax = clamp(maxGridCoords[2], 0, mNbRows - 1);
break;
case 2 : iMin = clamp(minGridCoords[0], 0, mNbColumns - 1);
iMax = clamp(maxGridCoords[0], 0, mNbColumns - 1);
jMin = clamp(minGridCoords[1], 0, mNbRows - 1);
jMax = clamp(maxGridCoords[1], 0, mNbRows - 1);
break;
}
assert(iMin >= 0 && iMin < mNbColumns);
assert(iMax >= 0 && iMax < mNbColumns);
assert(jMin >= 0 && jMin < mNbRows);
assert(jMax >= 0 && jMax < mNbRows);
// For each sub-grid points (except the last ones one each dimension)
for (int i = iMin; i < iMax; i++) {
for (int j = jMin; j < jMax; j++) {
// Compute the four point of the current quad
const Vector3 p1 = getVertexAt(i, j);
const Vector3 p2 = getVertexAt(i, j + 1);
const Vector3 p3 = getVertexAt(i + 1, j);
const Vector3 p4 = getVertexAt(i + 1, j + 1);
// Generate the first triangle for the current grid rectangle
triangleVertices.add(p1);
triangleVertices.add(p2);
triangleVertices.add(p3);
// Compute the triangle normal
Vector3 triangle1Normal = (p2 - p1).cross(p3 - p1).getUnit();
// Use the triangle face normal as vertices normals (this is an aproximation. The correct
// solution would be to compute all the normals of the neighbor triangles and use their
// weighted average (with incident angle as weight) at the vertices. However, this solution
// seems too expensive (it requires to compute the normal of all neighbor triangles instead
// and compute the angle of incident edges with asin(). Maybe we could also precompute the
// vertices normal at the HeightFieldShape constructor but it will require extra memory to
// store them.
triangleVerticesNormals.add(triangle1Normal);
triangleVerticesNormals.add(triangle1Normal);
triangleVerticesNormals.add(triangle1Normal);
// Compute the shape ID
shapeIds.add(computeTriangleShapeId(i, j, 0));
// Generate the second triangle for the current grid rectangle
triangleVertices.add(p3);
triangleVertices.add(p2);
triangleVertices.add(p4);
// Compute the triangle normal
Vector3 triangle2Normal = (p2 - p3).cross(p4 - p3).getUnit();
// Use the triangle face normal as vertices normals (this is an aproximation. The correct
// solution would be to compute all the normals of the neighbor triangles and use their
// weighted average (with incident angle as weight) at the vertices. However, this solution
// seems too expensive (it requires to compute the normal of all neighbor triangles instead
// and compute the angle of incident edges with asin(). Maybe we could also precompute the
// vertices normal at the HeightFieldShape constructor but it will require extra memory to
// store them.
triangleVerticesNormals.add(triangle2Normal);
triangleVerticesNormals.add(triangle2Normal);
triangleVerticesNormals.add(triangle2Normal);
// Compute the shape ID
shapeIds.add(computeTriangleShapeId(i, j, 1));
}
}
}
// Compute the min/max grid coords corresponding to the intersection of the AABB of the height field and
// the AABB to collide
void HeightFieldShape::computeMinMaxGridCoordinates(int* minCoords, int* maxCoords, const AABB& aabbToCollide) const {
// Clamp the min/max coords of the AABB to collide inside the height field AABB
Vector3 minPoint = Vector3::max(aabbToCollide.getMin(), mAABB.getMin());
minPoint = Vector3::min(minPoint, mAABB.getMax());
Vector3 maxPoint = Vector3::min(aabbToCollide.getMax(), mAABB.getMax());
maxPoint = Vector3::max(maxPoint, mAABB.getMin());
// Translate the min/max points such that the we compute grid points from [0 ... mNbWidthGridPoints]
// and from [0 ... mNbLengthGridPoints] because the AABB coordinates range are [-mWdith/2 ... mWidth/2]
// and [-mLength/2 ... mLength/2]
const Vector3 translateVec = mAABB.getExtent() * decimal(0.5);
minPoint += translateVec;
maxPoint += translateVec;
// Convert the floating min/max coords of the AABB into closest integer
// grid values (note that we use the closest grid coordinate that is out
// of the AABB)
minCoords[0] = computeIntegerGridValue(minPoint.x) - 1;
minCoords[1] = computeIntegerGridValue(minPoint.y) - 1;
minCoords[2] = computeIntegerGridValue(minPoint.z) - 1;
maxCoords[0] = computeIntegerGridValue(maxPoint.x) + 1;
maxCoords[1] = computeIntegerGridValue(maxPoint.y) + 1;
maxCoords[2] = computeIntegerGridValue(maxPoint.z) + 1;
}
// 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, Collider* collider, MemoryAllocator& allocator) const {
// TODO : Implement raycasting without using an AABB for the ray
// but using a dynamic AABB tree or octree instead
RP3D_PROFILE("HeightFieldShape::raycast()", mProfiler);
// Compute the AABB for the ray
const Vector3 rayEnd = ray.point1 + ray.maxFraction * (ray.point2 - ray.point1);
const AABB rayAABB(Vector3::min(ray.point1, rayEnd), Vector3::max(ray.point1, rayEnd));
// Compute the triangles overlapping with the ray AABB
List<Vector3> triangleVertices(allocator);
List<Vector3> triangleVerticesNormals(allocator);
List<uint> shapeIds(allocator);
computeOverlappingTriangles(rayAABB, triangleVertices, triangleVerticesNormals, shapeIds, allocator);
assert(triangleVertices.size() == triangleVerticesNormals.size());
assert(shapeIds.size() == triangleVertices.size() / 3);
assert(triangleVertices.size() % 3 == 0);
assert(triangleVerticesNormals.size() % 3 == 0);
bool isHit = false;
decimal smallestHitFraction = ray.maxFraction;
// For each overlapping triangle
for (uint i=0; i < shapeIds.size(); i++)
{
// Create a triangle collision shape
TriangleShape triangleShape(&(triangleVertices[i * 3]), &(triangleVerticesNormals[i * 3]), shapeIds[i], allocator);
triangleShape.setRaycastTestType(getRaycastTestType());
#ifdef IS_PROFILING_ACTIVE
// Set the profiler to the triangle shape
triangleShape.setProfiler(mProfiler);
#endif
// Ray casting test against the collision shape
RaycastInfo triangleRaycastInfo;
bool isTriangleHit = triangleShape.raycast(ray, triangleRaycastInfo, collider, allocator);
// If the ray hit the collision shape
if (isTriangleHit && triangleRaycastInfo.hitFraction <= smallestHitFraction) {
assert(triangleRaycastInfo.hitFraction >= decimal(0.0));
raycastInfo.body = triangleRaycastInfo.body;
raycastInfo.collider = triangleRaycastInfo.collider;
raycastInfo.hitFraction = triangleRaycastInfo.hitFraction;
raycastInfo.worldPoint = triangleRaycastInfo.worldPoint;
raycastInfo.worldNormal = triangleRaycastInfo.worldNormal;
raycastInfo.meshSubpart = -1;
raycastInfo.triangleIndex = -1;
smallestHitFraction = triangleRaycastInfo.hitFraction;
isHit = true;
}
}
return isHit;
}
// Return the vertex (local-coordinates) of the height field at a given (x,y) position
Vector3 HeightFieldShape::getVertexAt(int x, int y) const {
// Get the height value
const decimal height = getHeightAt(x, y);
// Height values origin
const decimal heightOrigin = -(mMaxHeight - mMinHeight) * decimal(0.5) - mMinHeight;
Vector3 vertex;
switch (mUpAxis) {
case 0: vertex = Vector3(heightOrigin + height, -mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y);
break;
case 1: vertex = Vector3(-mWidth * decimal(0.5) + x, heightOrigin + height, -mLength * decimal(0.5) + y);
break;
case 2: vertex = Vector3(-mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y, heightOrigin + height);
break;
default: assert(false);
}
assert(mAABB.contains(vertex));
return vertex * mScaling;
}
// Return the string representation of the shape
std::string HeightFieldShape::to_string() const {
std::stringstream ss;
ss << "HeightFieldShape{" << std::endl;
ss << "nbColumns=" << mNbColumns << std::endl;
ss << ", nbRows=" << mNbRows << std::endl;
ss << ", width=" << mWidth << std::endl;
ss << ", length=" << mLength << std::endl;
ss << ", minHeight=" << mMinHeight << std::endl;
ss << ", maxHeight=" << mMaxHeight << std::endl;
ss << ", upAxis=" << mUpAxis << std::endl;
ss << ", integerHeightScale=" << mIntegerHeightScale << std::endl;
ss << "}";
return ss.str();
}