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https://github.com/bulletphysics/bullet3
synced 2024-12-17 06:51:05 +00:00
renamed ConcaveShape to btConcaveShape
added btHeightfieldTerrainShape (not done yet)
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6738ed329d
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@ -165,7 +165,7 @@ void OGL_displaylist_register_shape(btCollisionShape * shape)
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if (shape->isConcave())
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{
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ConcaveShape* concaveMesh = (ConcaveShape*) shape;
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btConcaveShape* concaveMesh = (btConcaveShape*) shape;
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//todo pass camera, for some culling
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concaveMesh->processAllTriangles(&drawCallback,aabbMin,aabbMax);
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}
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@ -470,7 +470,7 @@ void GL_ShapeDrawer::drawOpenGL(float* m, const btCollisionShape* shape, const b
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if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE||shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
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// if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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ConcaveShape* concaveMesh = (btTriangleMeshShape*) shape;
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btConcaveShape* concaveMesh = (btTriangleMeshShape*) shape;
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//btVector3 aabbMax(1e30f,1e30f,1e30f);
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//btVector3 aabbMax(100,100,100);//1e30f,1e30f,1e30f);
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@ -332,8 +332,8 @@ void bt_concave_concave_collision(btConcaveConcaveCollisionAlgorithm * algorithm
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btCollisionObject* tribody1,
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btManifoldResult* resultOut)
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{
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ConcaveShape* tri0b = static_cast<ConcaveShape*>( tribody0->getCollisionShape());
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ConcaveShape* tri1b = static_cast<ConcaveShape*>( tribody1->getCollisionShape());
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btConcaveShape* tri0b = static_cast<btConcaveShape*>( tribody0->getCollisionShape());
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btConcaveShape* tri1b = static_cast<btConcaveShape*>( tribody1->getCollisionShape());
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//Get First AABB
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btVector3 aabbMin0,aabbMax0;
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@ -65,7 +65,7 @@ public:
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///
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///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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class btGIMPACTMeshShape : public ConcaveShape
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class btGIMPACTMeshShape : public btConcaveShape
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{
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protected:
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btGIMPACTMeshData * m_meshdata;
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@ -44,6 +44,8 @@ CONCAVE_SHAPES_START_HERE,
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TRIANGLE_MESH_SHAPE_PROXYTYPE,
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///used for demo integration FAST/Swift collision library and Bullet
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FAST_CONCAVE_MESH_PROXYTYPE,
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//terrain
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TERRAIN_SHAPE_PROXYTYPE,
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///Used for GIMPACT Trimesh integration
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GIMPACT_SHAPE_PROXYTYPE,
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@ -172,7 +172,7 @@ void btConvexConcaveCollisionAlgorithm::processCollision (btCollisionObject* bod
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btCollisionObject* triOb = triBody;
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ConcaveShape* concaveShape = static_cast<ConcaveShape*>( triOb->getCollisionShape());
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btConcaveShape* concaveShape = static_cast<btConcaveShape*>( triOb->getCollisionShape());
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if (convexBody->getCollisionShape()->isConvex())
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{
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@ -288,7 +288,7 @@ float btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject
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btCollisionObject* concavebody = triBody;
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ConcaveShape* triangleMesh = (ConcaveShape*) concavebody->getCollisionShape();
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btConcaveShape* triangleMesh = (btConcaveShape*) concavebody->getCollisionShape();
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if (triangleMesh)
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{
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@ -17,12 +17,12 @@ subject to the following restrictions:
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#include "btConcaveShape.h"
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ConcaveShape::ConcaveShape() : m_collisionMargin(0.f)
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btConcaveShape::btConcaveShape() : m_collisionMargin(0.f)
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{
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}
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ConcaveShape::~ConcaveShape()
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btConcaveShape::~btConcaveShape()
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{
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}
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@ -24,15 +24,15 @@ subject to the following restrictions:
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///Concave shape proves an interface concave shapes that can produce triangles that overlapping a given AABB.
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///Static triangle mesh, infinite plane, height field/landscapes are example that implement this interface.
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class ConcaveShape : public btCollisionShape
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class btConcaveShape : public btCollisionShape
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{
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protected:
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float m_collisionMargin;
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public:
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ConcaveShape();
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btConcaveShape();
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virtual ~ConcaveShape();
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virtual ~btConcaveShape();
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const = 0;
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@ -29,7 +29,7 @@ subject to the following restrictions:
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/// btEmptyShape is a collision shape without actual collision detection.
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///It can be replaced by another shape during runtime
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class btEmptyShape : public ConcaveShape
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class btEmptyShape : public btConcaveShape
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{
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public:
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btEmptyShape();
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@ -0,0 +1,92 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 use of this software.
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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 freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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#include "btHeightfieldTerrainShape.h"
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#include "LinearMath/btTransformUtil.h"
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btHeightfieldTerrainShape::btHeightfieldTerrainShape()
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:m_localScaling(0.f,0.f,0.f)
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{
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}
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btHeightfieldTerrainShape::~btHeightfieldTerrainShape()
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{
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}
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void btHeightfieldTerrainShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const
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{
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aabbMin.setValue(-1e30f,-1e30f,-1e30f);
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aabbMax.setValue(1e30f,1e30f,1e30f);
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}
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void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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btVector3 halfExtents = (aabbMax - aabbMin) * 0.5f;
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btScalar radius = halfExtents.length();
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btVector3 center = (aabbMax + aabbMin) * 0.5f;
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//TODO
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//this is where the triangles are generated, given AABB and plane equation (normal/constant)
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/*
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btVector3 tangentDir0,tangentDir1;
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//tangentDir0/tangentDir1 can be precalculated
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btPlaneSpace1(m_planeNormal,tangentDir0,tangentDir1);
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btVector3 supVertex0,supVertex1;
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btVector3 projectedCenter = center - (m_planeNormal.dot(center) - m_planeConstant)*m_planeNormal;
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btVector3 triangle[3];
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triangle[0] = projectedCenter + tangentDir0*radius + tangentDir1*radius;
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triangle[1] = projectedCenter + tangentDir0*radius - tangentDir1*radius;
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triangle[2] = projectedCenter - tangentDir0*radius - tangentDir1*radius;
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callback->processTriangle(triangle,0,0);
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triangle[0] = projectedCenter - tangentDir0*radius - tangentDir1*radius;
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triangle[1] = projectedCenter - tangentDir0*radius + tangentDir1*radius;
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triangle[2] = projectedCenter + tangentDir0*radius + tangentDir1*radius;
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callback->processTriangle(triangle,0,1);
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*/
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}
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void btHeightfieldTerrainShape::calculateLocalInertia(btScalar mass,btVector3& inertia)
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{
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//moving concave objects not supported
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inertia.setValue(0.f,0.f,0.f);
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}
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void btHeightfieldTerrainShape::setLocalScaling(const btVector3& scaling)
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{
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m_localScaling = scaling;
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}
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const btVector3& btHeightfieldTerrainShape::getLocalScaling() const
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{
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return m_localScaling;
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}
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@ -0,0 +1,58 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 use of this software.
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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 freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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#ifndef HEIGHTFIELD_TERRAIN_SHAPE_H
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#define HEIGHTFIELD_TERRAIN_SHAPE_H
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#include "BulletCollision/CollisionShapes/btConcaveShape.h"
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///btHeightfieldTerrainShape simulates a 2D heightfield terrain
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class btHeightfieldTerrainShape : public btConcaveShape
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{
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protected:
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btVector3 m_localAabbMin;
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btVector3 m_localAabbMax;
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//todo: terrain data
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btVector3 m_localScaling;
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public:
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btHeightfieldTerrainShape();
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virtual ~btHeightfieldTerrainShape();
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virtual int getShapeType() const
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{
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return TERRAIN_SHAPE_PROXYTYPE;
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}
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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virtual void calculateLocalInertia(btScalar mass,btVector3& inertia);
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virtual void setLocalScaling(const btVector3& scaling);
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virtual const btVector3& getLocalScaling() const;
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//debugging
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virtual char* getName()const {return "HEIGHTFIELD";}
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};
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#endif //HEIGHTFIELD_TERRAIN_SHAPE_H
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///StaticPlaneShape simulates an 'infinite' plane by dynamically reporting triangles approximated by intersection of the plane with the AABB.
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///Assumed is that the other objects is not also infinite, so a reasonable sized AABB.
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class btStaticPlaneShape : public ConcaveShape
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class btStaticPlaneShape : public btConcaveShape
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{
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protected:
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btVector3 m_localAabbMin;
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@ -21,7 +21,7 @@ subject to the following restrictions:
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///Concave triangle mesh. Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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class btTriangleMeshShape : public ConcaveShape
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class btTriangleMeshShape : public btConcaveShape
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{
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protected:
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btStridingMeshInterface* m_meshInterface;
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