bullet3/Demos/ColladaDemo/ColladaConverter.cpp

1269 lines
38 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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.
*/
#include "ColladaConverter.h"
#include "btBulletDynamicsCommon.h"
#include "dae.h"
#include "dom/domCOLLADA.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btCylinderShape.h"
#include "BulletCollision/CollisionShapes/btConeShape.h"
#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
#include "BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/btTriangleMeshShape.h"
//#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "LinearMath/btDefaultMotionState.h"
char* getLastFileName();
char* fixFileName(const char* lpCmdLine);
//todo: sort out this domInstance_rigid_bodyRef forward definition, put it in the headerfile and make it virtual (make code more re-usable)
struct btRigidBodyInput
{
domInstance_rigid_bodyRef m_instanceRigidBodyRef;
domRigid_bodyRef m_rigidBodyRef2;
char* m_bodyName;
};
struct ConstraintInput
{
domInstance_physics_modelRef m_instance_physicsModelRef;
domPhysics_modelRef m_model;
};
struct btRigidBodyOutput
{
float m_mass;
bool m_isDynamics;
btCollisionShape* m_colShape;
btCompoundShape* m_compoundShape;
};
domMatrix_Array emptyMatrixArray;
domNodeRef m_colladadomNodes[COLLADA_CONVERTER_MAX_NUM_OBJECTS];
btTransform GetbtTransformFromCOLLADA_DOM(domMatrix_Array& matrixArray,
domRotate_Array& rotateArray,
domTranslate_Array& translateArray
)
{
btTransform startTransform;
startTransform.setIdentity();
unsigned int i;
//either load the matrix (worldspace) or incrementally build the transform from 'translate'/'rotate'
for (i=0;i<matrixArray.getCount();i++)
{
domMatrixRef matrixRef = matrixArray[i];
domFloat4x4 fl16 = matrixRef->getValue();
btVector3 origin(fl16.get(3),fl16.get(7),fl16.get(11));
startTransform.setOrigin(origin);
btMatrix3x3 basis(fl16.get(0),fl16.get(1),fl16.get(2),
fl16.get(4),fl16.get(5),fl16.get(6),
fl16.get(8),fl16.get(9),fl16.get(10));
startTransform.setBasis(basis);
}
for (i=0;i<rotateArray.getCount();i++)
{
domRotateRef rotateRef = rotateArray[i];
domFloat4 fl4 = rotateRef->getValue();
float angleRad = SIMD_RADS_PER_DEG*fl4.get(3);
btQuaternion rotQuat(btVector3(fl4.get(0),fl4.get(1),fl4.get(2)),angleRad);
startTransform.getBasis() = startTransform.getBasis() * btMatrix3x3(rotQuat);
}
for (i=0;i<translateArray.getCount();i++)
{
domTranslateRef translateRef = translateArray[i];
domFloat3 fl3 = translateRef->getValue();
startTransform.getOrigin() += btVector3(fl3.get(0),fl3.get(1),fl3.get(2));
}
return startTransform;
}
ColladaConverter::ColladaConverter()
:m_collada(0),
m_dom(0),
m_filename(0),
m_numObjects(0)
{
//Collada-m_dom
m_collada = new DAE;
//clear
{
for (int i=0;i<COLLADA_CONVERTER_MAX_NUM_OBJECTS;i++)
{
m_colladadomNodes[i] = 0;
}
}
}
bool ColladaConverter::load(const char* orgfilename)
{
const char* filename = fixFileName(orgfilename);
int res = m_collada->load(filename);//,docBuffer);
if (res != DAE_OK)
{
//some platforms might require different path, try two additional locations
char newname[256];
sprintf(newname,"../../%s",orgfilename);
filename = fixFileName(newname);
res = m_collada->load(filename);
if (res != DAE_OK)
{
printf("DAE/Collada-m_dom: Couldn't load %s\n",filename);
return false;
}
}
if (res == DAE_OK)
{
m_dom = m_collada->getDom(filename);
if ( !m_dom )
{
printf("COLLADA File loaded to the m_dom, but query for the m_dom assets failed \n" );
printf("COLLADA Load Aborted! \n" );
delete m_collada;
return false;
}
}
return true;
}
bool ColladaConverter::convert()
{
unsigned i;
//succesfully loaded file, now convert data
if ( m_dom->getAsset()->getUp_axis() )
{
domAsset::domUp_axis * up = m_dom->getAsset()->getUp_axis();
switch( up->getValue() )
{
case UPAXISTYPE_X_UP:
printf(" X is Up Data and Hiearchies must be converted!\n" );
printf(" Conversion to X axis Up isn't currently supported!\n" );
printf(" COLLADA_RT defaulting to Y Up \n" );
setGravity(btVector3(-10,0,0));
setCameraInfo(btVector3(1,0,0),1);
break;
case UPAXISTYPE_Y_UP:
printf(" Y Axis is Up for this file \n" );
printf(" COLLADA_RT set to Y Up \n" );
setGravity(btVector3(0,-10,0));
setCameraInfo(btVector3(0,1,0),0);
break;
case UPAXISTYPE_Z_UP:
printf(" Z Axis is Up for this file \n" );
printf(" All Geometry and Hiearchies must be converted!\n" );
setGravity(btVector3(0,0,-10));
break;
default:
break;
}
}
//we don't handle visual objects, physics objects are rered as such
for (unsigned int s=0;s<m_dom->getLibrary_visual_scenes_array().getCount();s++)
{
domLibrary_visual_scenesRef scenesRef = m_dom->getLibrary_visual_scenes_array()[s];
for (unsigned int i=0;i<scenesRef->getVisual_scene_array().getCount();i++)
{
domVisual_sceneRef sceneRef = scenesRef->getVisual_scene_array()[i];
for (unsigned int n=0;n<sceneRef->getNode_array().getCount();n++)
{
domNodeRef nodeRef = sceneRef->getNode_array()[n];
nodeRef->getRotate_array();
nodeRef->getTranslate_array();
nodeRef->getScale_array();
}
}
}
// Load all the geometry libraries
for ( i = 0; i < m_dom->getLibrary_geometries_array().getCount(); i++)
{
domLibrary_geometriesRef libgeom = m_dom->getLibrary_geometries_array()[i];
printf(" CrtScene::Reading Geometry Library \n" );
for ( unsigned int i = 0; i < libgeom->getGeometry_array().getCount(); i++)
{
//ReadGeometry( );
domGeometryRef lib = libgeom->getGeometry_array()[i];
domMesh *meshElement = lib->getMesh();
if (meshElement)
{
// Find out how many groups we need to allocate space for
int numTriangleGroups = (int)meshElement->getTriangles_array().getCount();
int numPolygonGroups = (int)meshElement->getPolygons_array().getCount();
int totalGroups = numTriangleGroups + numPolygonGroups;
if (totalGroups == 0)
{
printf("No Triangles or Polygons found int Geometry %s \n", lib->getId() );
} else
{
printf("Found mesh geometry (%s): numTriangleGroups:%i numPolygonGroups:%i\n",lib->getId(),numTriangleGroups,numPolygonGroups);
}
}
domConvex_mesh *convexMeshElement = lib->getConvex_mesh();
if (convexMeshElement)
{
printf("found convexmesh element\n");
// Find out how many groups we need to allocate space for
int numTriangleGroups = (int)convexMeshElement->getTriangles_array().getCount();
int numPolygonGroups = (int)convexMeshElement->getPolygons_array().getCount();
int totalGroups = numTriangleGroups + numPolygonGroups;
if (totalGroups == 0)
{
printf("No Triangles or Polygons found in ConvexMesh Geometry %s \n", lib->getId() );
}else
{
printf("Found convexmesh geometry: numTriangleGroups:%i numPolygonGroups:%i\n",numTriangleGroups,numPolygonGroups);
}
}//fi
}//for each geometry
}//for all geometry libraries
//m_dom->getLibrary_physics_models_array()
for ( i = 0; i < m_dom->getLibrary_physics_scenes_array().getCount(); i++)
{
domLibrary_physics_scenesRef physicsScenesRef = m_dom->getLibrary_physics_scenes_array()[i];
for (unsigned int s=0;s<physicsScenesRef->getPhysics_scene_array().getCount();s++)
{
domPhysics_sceneRef physicsSceneRef = physicsScenesRef->getPhysics_scene_array()[s];
if (physicsSceneRef->getTechnique_common())
{
if (physicsSceneRef->getTechnique_common()->getGravity())
{
const domFloat3 grav = physicsSceneRef->getTechnique_common()->getGravity()->getValue();
printf("gravity set to %f,%f,%f\n",grav.get(0),grav.get(1),grav.get(2));
setGravity(btVector3(grav.get(0),grav.get(1),grav.get(2)));
}
}
for (unsigned int ps=0;ps<physicsSceneRef->getInstance_physics_model_array().getCount();ps++)
{
domInstance_physics_modelRef instance_physicsModelRef = physicsSceneRef->getInstance_physics_model_array()[ps];
daeElementRef ref = instance_physicsModelRef->getUrl().getElement();
domPhysics_modelRef model = *(domPhysics_modelRef*)&ref;
unsigned int p,r;
for ( p=0;p<model->getInstance_physics_model_array().getCount();p++)
{
domInstance_physics_modelRef instancePhysicsModelRef = model->getInstance_physics_model_array()[p];
daeElementRef ref = instancePhysicsModelRef->getUrl().getElement();
domPhysics_modelRef model = *(domPhysics_modelRef*)&ref;
//todo: group some shared functionality in following 2 'blocks'.
for (r=0;r<instancePhysicsModelRef->getInstance_rigid_body_array().getCount();r++)
{
domInstance_rigid_bodyRef instRigidbodyRef = instancePhysicsModelRef->getInstance_rigid_body_array()[r];
float mass = 1.f;
bool isDynamics = true;
btCollisionShape* colShape = 0;
btCompoundShape* compoundShape = 0;
xsNCName bodyName = instRigidbodyRef->getBody();
domInstance_rigid_body::domTechnique_commonRef techniqueRef = instRigidbodyRef->getTechnique_common();
if (techniqueRef)
{
if (techniqueRef->getMass())
{
mass = techniqueRef->getMass()->getValue();
}
if (techniqueRef->getDynamic())
{
isDynamics = techniqueRef->getDynamic()->getValue();
}
}
printf("mass = %f, isDynamics %i\n",mass,isDynamics);
if (bodyName && model)
{
//try to find the rigid body
for (unsigned int r=0;r<model->getRigid_body_array().getCount();r++)
{
domRigid_bodyRef rigidBodyRef = model->getRigid_body_array()[r];
if (rigidBodyRef->getSid() && !strcmp(rigidBodyRef->getSid(),bodyName))
{
btRigidBodyOutput output;
output.m_colShape = colShape;
output.m_compoundShape = compoundShape;
btRigidBodyInput rbInput;
rbInput.m_rigidBodyRef2 = rigidBodyRef;
rbInput.m_instanceRigidBodyRef = instRigidbodyRef;
ConvertRigidBodyRef( rbInput , output );
mass = output.m_mass;
isDynamics = output.m_isDynamics;
colShape = output.m_colShape;
compoundShape = output.m_compoundShape;
}
}
//////////////////////
}
if (compoundShape)
colShape = compoundShape;
if (colShape)
{
btRigidBodyInput input;
input.m_instanceRigidBodyRef = instRigidbodyRef;
input.m_rigidBodyRef2 = 0;
input.m_bodyName = (char*)bodyName;
PreparePhysicsObject(input, isDynamics,mass,colShape);
}
}
}
for (r=0;r<instance_physicsModelRef->getInstance_rigid_body_array().getCount();r++)
{
domInstance_rigid_bodyRef instRigidbodyRef = instance_physicsModelRef->getInstance_rigid_body_array()[r];
float mass = 1.f;
bool isDynamics = true;
btCollisionShape* colShape = 0;
btCompoundShape* compoundShape = 0;
xsNCName bodyName = instRigidbodyRef->getBody();
domInstance_rigid_body::domTechnique_commonRef techniqueRef = instRigidbodyRef->getTechnique_common();
if (techniqueRef)
{
if (techniqueRef->getMass())
{
mass = techniqueRef->getMass()->getValue();
}
if (techniqueRef->getDynamic())
{
isDynamics = techniqueRef->getDynamic()->getValue();
}
}
printf("mass = %f, isDynamics %i\n",mass,isDynamics);
if (bodyName && model)
{
//try to find the rigid body
for (unsigned int r=0;r<model->getRigid_body_array().getCount();r++)
{
domRigid_bodyRef rigidBodyRef = model->getRigid_body_array()[r];
if (rigidBodyRef->getSid() && !strcmp(rigidBodyRef->getSid(),bodyName))
{
btRigidBodyOutput output;
output.m_colShape = colShape;
output.m_compoundShape = compoundShape;
btRigidBodyInput rbInput;
rbInput.m_rigidBodyRef2 = rigidBodyRef;
rbInput.m_instanceRigidBodyRef = instRigidbodyRef;
ConvertRigidBodyRef( rbInput , output );
mass = output.m_mass;
isDynamics = output.m_isDynamics;
colShape = output.m_colShape;
compoundShape = output.m_compoundShape;
}
}
//////////////////////
}
if (compoundShape)
colShape = compoundShape;
if (colShape)
{
btRigidBodyInput input;
input.m_instanceRigidBodyRef = instRigidbodyRef;
input.m_rigidBodyRef2 = 0;
input.m_bodyName = (char*)bodyName;
PreparePhysicsObject(input, isDynamics,mass,colShape);
}
} //for each instance_rigid_body
} //for each physics model
//handle constraints
for (unsigned int ma=0;ma<physicsSceneRef->getInstance_physics_model_array().getCount();ma++)
{
domInstance_physics_modelRef instance_physicsModelRef = physicsSceneRef->getInstance_physics_model_array()[ma];
daeElementRef ref = instance_physicsModelRef->getUrl().getElement();
domPhysics_modelRef model = *(domPhysics_modelRef*)&ref;
{
ConstraintInput cInput;
cInput.m_instance_physicsModelRef = instance_physicsModelRef;
cInput.m_model = model;
prepareConstraints(cInput);
}
//also don't forget the model's 'instance_physics_models!
for ( unsigned int p=0;p<model->getInstance_physics_model_array().getCount();p++)
{
domInstance_physics_modelRef instancePhysicsModelRef = model->getInstance_physics_model_array()[p];
daeElementRef ref = instancePhysicsModelRef->getUrl().getElement();
domPhysics_modelRef model = *(domPhysics_modelRef*)&ref;
ConstraintInput cInput;
cInput.m_instance_physicsModelRef = instancePhysicsModelRef;
cInput.m_model = model;
prepareConstraints(cInput);
}
} //2nd time, for each physics model
}
}
return true;
}
void ColladaConverter::prepareConstraints(ConstraintInput& input)
{
domInstance_physics_modelRef instance_physicsModelRef = input.m_instance_physicsModelRef;
domPhysics_modelRef model = input.m_model;
for (unsigned int c=0;c<instance_physicsModelRef->getInstance_rigid_constraint_array().getCount();c++)
{
domInstance_rigid_constraintRef constraintRef = instance_physicsModelRef->getInstance_rigid_constraint_array().get(c);
xsNCName constraintName = constraintRef->getConstraint();
if (constraintName && model)
{
//try to find the rigid body
int numConstraints= model->getRigid_constraint_array().getCount();
for (int r=0;r<numConstraints;r++)
{
domRigid_constraintRef rigidConstraintRef = model->getRigid_constraint_array()[r];
if (rigidConstraintRef->getSid() && !strcmp(rigidConstraintRef->getSid(),constraintName))
{
//two bodies
const domRigid_constraint::domRef_attachmentRef attachRefBody = rigidConstraintRef->getRef_attachment();
const domRigid_constraint::domAttachmentRef attachBody1 = rigidConstraintRef->getAttachment();
daeString orgUri0 = attachRefBody->getRigid_body().getOriginalURI();
daeString orgUri1 = attachBody1->getRigid_body().getOriginalURI();
btRigidBody* body0=0,*body1=0;
for (int i=0;i<m_numObjects;i++)
{
if (m_rigidBodies[i]->m_userObjectPointer)
{
char* bodyName = (char*)m_rigidBodies[i]->m_userObjectPointer;
if (!strcmp(bodyName,orgUri0))
{
body0=m_rigidBodies[i];
}
if (!strcmp(bodyName,orgUri1))
{
body1=m_rigidBodies[i];
}
}
}
const domRigid_constraint::domAttachmentRef attachOtherBody = rigidConstraintRef->getAttachment();
const domRigid_constraint::domTechnique_commonRef commonRef = rigidConstraintRef->getTechnique_common();
domFloat3 flMin = commonRef->getLimits()->getLinear()->getMin()->getValue();
btVector3 minLinearLimit(flMin.get(0),flMin.get(1),flMin.get(2));
domFloat3 flMax = commonRef->getLimits()->getLinear()->getMax()->getValue();
btVector3 maxLinearLimit(flMax.get(0),flMax.get(1),flMax.get(2));
domFloat3 coneMinLimit = commonRef->getLimits()->getSwing_cone_and_twist()->getMin()->getValue();
btVector3 angularMin(coneMinLimit.get(0),coneMinLimit.get(1),coneMinLimit.get(2));
domFloat3 coneMaxLimit = commonRef->getLimits()->getSwing_cone_and_twist()->getMax()->getValue();
btVector3 angularMax(coneMaxLimit.get(0),coneMaxLimit.get(1),coneMaxLimit.get(2));
{
btTransform attachFrameRef0;
attachFrameRef0 =
GetbtTransformFromCOLLADA_DOM
(
emptyMatrixArray,
attachRefBody->getRotate_array(),
attachRefBody->getTranslate_array());
btTransform attachFrameOther;
attachFrameOther =
GetbtTransformFromCOLLADA_DOM
(
emptyMatrixArray,
attachBody1->getRotate_array(),
attachBody1->getTranslate_array()
);
//convert INF / -INF into lower > upper
//currently there is a hack in the DOM to detect INF / -INF
//see daeMetaAttribute.cpp
//INF -> 999999.9
//-INF -> -999999.9
float linearCheckTreshold = 999999.0;
float angularCheckTreshold = 180.0;//check this
//free means upper < lower,
//locked means upper == lower
//limited means upper > lower
//limitIndex: first 3 are linear, next 3 are angular
btVector3 linearLowerLimits = minLinearLimit;
btVector3 linearUpperLimits = maxLinearLimit;
btVector3 angularLowerLimits = angularMin;
btVector3 angularUpperLimits = angularMax;
{
for (int i=0;i<3;i++)
{
if ((linearLowerLimits[i] < -linearCheckTreshold) ||
(linearUpperLimits[i] > linearCheckTreshold))
{
//disable limits
linearLowerLimits[i] = 1;
linearUpperLimits[i] = 0;
}
if ((angularLowerLimits[i] < -angularCheckTreshold) ||
(angularUpperLimits[i] > angularCheckTreshold))
{
//disable limits
angularLowerLimits[i] = 1;
angularUpperLimits[i] = 0;
}
}
}
if (body0&& body1)
{
createUniversalD6Constraint(
body0,
body1,
attachFrameRef0,
attachFrameOther,
linearLowerLimits,
linearUpperLimits,
angularLowerLimits,
angularUpperLimits
);
} else
{
printf("Error: Cannot find Rigidbodies(%s,%s) for constraint %s\n",orgUri0,orgUri1,constraintName);
}
}
}
}
}
}
}
void ColladaConverter::PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape)
{
btTransform startTransform;
startTransform.setIdentity();
btVector3 startScale(1.f,1.f,1.f);
//The 'target' points to a graphics element/node, which contains the start (world) transform
daeElementRef elem = input.m_instanceRigidBodyRef->getTarget().getElement();
if (elem)
{
domNodeRef node = *(domNodeRef*)&elem;
m_colladadomNodes[m_numObjects] = node;
//find transform of the node that this rigidbody maps to
startTransform = GetbtTransformFromCOLLADA_DOM(
node->getMatrix_array(),
node->getRotate_array(),
node->getTranslate_array()
);
unsigned int i;
for (i=0;i<node->getScale_array().getCount();i++)
{
domScaleRef scaleRef = node->getScale_array()[i];
domFloat3 fl3 = scaleRef->getValue();
startScale = btVector3(fl3.get(0),fl3.get(1),fl3.get(2));
}
}
btRigidBody* body= createRigidBody(isDynamics,mass,startTransform,colShape);
if (body && body->m_userObjectPointer)
{
//bodyName is used as identifier for constraints
body->m_userObjectPointer = (void*)input.m_bodyName;
m_rigidBodies[m_numObjects] = body;
m_numObjects++;
}
}
bool ColladaConverter::saveAs(const char* filename)
{
if (m_collada)
{
for (int i=0;i<m_numObjects;i++)
{
assert(m_colladadomNodes[i]);
if (!m_colladadomNodes[i]->getTranslate_array().getCount())
{
domTranslate* transl = (domTranslate*) m_colladadomNodes[i]->createAndPlace("translate");
transl->getValue().append(0.);
transl->getValue().append(0.);
transl->getValue().append(0.);
}
while (m_colladadomNodes[i]->getTranslate_array().getCount() > 1)
{
m_colladadomNodes[i]->removeFromParent(m_colladadomNodes[i]->getTranslate_array().get(1));
//m_colladadomNodes[i]->getTranslate_array().removeIndex(1);
}
{
btVector3 np = m_rigidBodies[i]->m_worldTransform.getOrigin();
domFloat3 newPos = m_colladadomNodes[i]->getTranslate_array().get(0)->getValue();
newPos.set(0,np[0]);
newPos.set(1,np[1]);
newPos.set(2,np[2]);
m_colladadomNodes[i]->getTranslate_array().get(0)->setValue(newPos);
}
if (!m_colladadomNodes[i]->getRotate_array().getCount())
{
domRotate* rot = (domRotate*)m_colladadomNodes[i]->createAndPlace("rotate");
rot->getValue().append(1.0);
rot->getValue().append(0.0);
rot->getValue().append(0.0);
rot->getValue().append(0.0);
}
while (m_colladadomNodes[i]->getRotate_array().getCount()>1)
{
m_colladadomNodes[i]->removeFromParent(m_colladadomNodes[i]->getRotate_array().get(1));
//m_colladadomNodes[i]->getRotate_array().removeIndex(1);
}
{
btQuaternion quat = m_rigidBodies[i]->getCenterOfMassTransform().getRotation();
btVector3 axis(quat.getX(),quat.getY(),quat.getZ());
axis[3] = 0.f;
//check for axis length
btScalar len = axis.length2();
if (len < SIMD_EPSILON*SIMD_EPSILON)
axis = btVector3(1.f,0.f,0.f);
else
axis /= btSqrt(len);
m_colladadomNodes[i]->getRotate_array().get(0)->getValue().set(0,axis[0]);
m_colladadomNodes[i]->getRotate_array().get(0)->getValue().set(1,axis[1]);
m_colladadomNodes[i]->getRotate_array().get(0)->getValue().set(2,axis[2]);
m_colladadomNodes[i]->getRotate_array().get(0)->getValue().set(3,quat.getAngle()*SIMD_DEGS_PER_RAD);
}
while (m_colladadomNodes[i]->getMatrix_array().getCount())
{
m_colladadomNodes[i]->removeFromParent(m_colladadomNodes[i]->getMatrix_array().get(0));
//m_colladadomNodes[i]->getMatrix_array().removeIndex(0);
}
}
char saveName[550];
static int saveCount=1;
sprintf(saveName,"%s%i",getLastFileName(),saveCount++);
char* name = &saveName[0];
if (name[0] == '/')
{
name = &saveName[1];
}
if (m_dom->getAsset()->getContributor_array().getCount())
{
if (!m_dom->getAsset()->getContributor_array().get(0)->getAuthor())
{
m_dom->getAsset()->getContributor_array().get(0)->createAndPlace("author");
}
m_dom->getAsset()->getContributor_array().get(0)->getAuthor()->setValue
("http://bullet.sf.net Erwin Coumans");
if (!m_dom->getAsset()->getContributor_array().get(0)->getAuthoring_tool())
{
m_dom->getAsset()->getContributor_array().get(0)->createAndPlace("authoring_tool");
}
m_dom->getAsset()->getContributor_array().get(0)->getAuthoring_tool()->setValue
#ifdef WIN32
("Bullet ColladaPhysicsViewer-Win32-0.8");
#else
#ifdef __APPLE__
("Bullet ColladaPhysicsViewer-MacOSX-0.8");
#else
("Bullet ColladaPhysicsViewer-UnknownPlatform-0.8");
#endif
#endif
if (!m_dom->getAsset()->getContributor_array().get(0)->getComments())
{
m_dom->getAsset()->getContributor_array().get(0)->createAndPlace("comments");
}
m_dom->getAsset()->getContributor_array().get(0)->getComments()->setValue
("Comments to Physics Forum at http://www.continuousphysics.com/Bullet/phpBB2/index.php");
}
m_collada->saveAs(name);
return true;
}
return false;
}
//some code that de-mangles the windows filename passed in as argument
char cleaned_filename[512];
char* getLastFileName()
{
return cleaned_filename;
}
char* fixFileName(const char* lpCmdLine)
{
// We might get a windows-style path on the command line, this can mess up the DOM which expects
// all paths to be URI's. This block of code does some conversion to try and make the input
// compliant without breaking the ability to accept a properly formatted URI. Right now this only
// displays the first filename
const char *in = lpCmdLine;
char* out = cleaned_filename;
*out = '\0';
// If the first character is a ", skip it (filenames with spaces in them are quoted)
if(*in == '\"')
{
in++;
}
if(*(in+1) == ':')
{
// Second character is a :, assume we have a path with a drive letter and add a slash at the beginning
*(out++) = '/';
}
int i;
for(i =0; i<512; i++)
{
// If we hit a null or a quote, stop copying. This will get just the first filename.
if(*in == '\0' || *in == '\"')
break;
// Copy while swapping backslashes for forward ones
if(*in == '\\')
{
*out = '/';
}
else
{
*out = *in;
}
in++;
out++;
}
return cleaned_filename;
}
void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBodyOutput& rbOutput)
{
const domRigid_body::domTechnique_commonRef techniqueRef = rbInput.m_rigidBodyRef2->getTechnique_common();
if (techniqueRef)
{
if (techniqueRef->getMass())
{
rbOutput.m_mass = techniqueRef->getMass()->getValue();
}
if (techniqueRef->getDynamic())
{
rbOutput.m_isDynamics = techniqueRef->getDynamic()->getValue();
}
//shapes
for (unsigned int s=0;s<techniqueRef->getShape_array().getCount();s++)
{
domRigid_body::domTechnique_common::domShapeRef shapeRef = techniqueRef->getShape_array()[s];
if (shapeRef->getPlane())
{
domPlaneRef planeRef = shapeRef->getPlane();
if (planeRef->getEquation())
{
const domFloat4 planeEq = planeRef->getEquation()->getValue();
btVector3 planeNormal(planeEq.get(0),planeEq.get(1),planeEq.get(2));
btScalar planeConstant = planeEq.get(3);
rbOutput.m_colShape = new btStaticPlaneShape(planeNormal,planeConstant);
}
}
if (shapeRef->getBox())
{
domBoxRef boxRef = shapeRef->getBox();
domBox::domHalf_extentsRef domHalfExtentsRef = boxRef->getHalf_extents();
domFloat3& halfExtents = domHalfExtentsRef->getValue();
float x = halfExtents.get(0);
float y = halfExtents.get(1);
float z = halfExtents.get(2);
rbOutput.m_colShape = new btBoxShape(btVector3(x,y,z));
}
if (shapeRef->getSphere())
{
domSphereRef sphereRef = shapeRef->getSphere();
domSphere::domRadiusRef radiusRef = sphereRef->getRadius();
domFloat radius = radiusRef->getValue();
rbOutput.m_colShape = new btSphereShape(radius);
}
if (shapeRef->getCylinder())
{
domCylinderRef cylinderRef = shapeRef->getCylinder();
domFloat height = cylinderRef->getHeight()->getValue();
domFloat2 radius2 = cylinderRef->getRadius()->getValue();
domFloat radius0 = radius2.get(0);
//Cylinder around the local Y axis
rbOutput.m_colShape = new btCylinderShape(btVector3(radius0,height,radius0));
}
if (shapeRef->getInstance_geometry())
{
const domInstance_geometryRef geomInstRef = shapeRef->getInstance_geometry();
daeElement* geomElem = geomInstRef->getUrl().getElement();
//elemRef->getTypeName();
domGeometry* geom = (domGeometry*) geomElem;
if (geom && geom->getMesh())
{
const domMeshRef meshRef = geom->getMesh();
btTriangleMesh* trimesh = new btTriangleMesh();
for (unsigned int tg = 0;tg<meshRef->getTriangles_array().getCount();tg++)
{
domTrianglesRef triRef = meshRef->getTriangles_array()[tg];
const domPRef pRef = triRef->getP();
btIndexedMesh meshPart;
meshPart.m_triangleIndexStride=0;
int vertexoffset = -1;
domInputLocalOffsetRef indexOffsetRef;
for (unsigned int w=0;w<triRef->getInput_array().getCount();w++)
{
int offset = triRef->getInput_array()[w]->getOffset();
daeString str = triRef->getInput_array()[w]->getSemantic();
if (!strcmp(str,"VERTEX"))
{
indexOffsetRef = triRef->getInput_array()[w];
vertexoffset = offset;
}
if (offset > meshPart.m_triangleIndexStride)
{
meshPart.m_triangleIndexStride = offset;
}
}
meshPart.m_triangleIndexStride++;
domListOfUInts indexArray =triRef->getP()->getValue();
//int* m_triangleIndexBase;
meshPart.m_numTriangles = triRef->getCount();
const domVerticesRef vertsRef = meshRef->getVertices();
int numInputs = vertsRef->getInput_array().getCount();
for (int i=0;i<numInputs;i++)
{
domInputLocalRef localRef = vertsRef->getInput_array()[i];
daeString str = localRef->getSemantic();
if ( !strcmp(str,"POSITION"))
{
const domURIFragmentType& frag = localRef->getSource();
daeElementConstRef constElem = frag.getElement();
const domSourceRef node = *(const domSourceRef*)&constElem;
const domFloat_arrayRef flArray = node->getFloat_array();
if (flArray)
{
const domListOfFloats& listFloats = flArray->getValue();
int k=vertexoffset;
int t=0;
int vertexStride = 3;//instead of hardcoded stride, should use the 'accessor'
for (;t<meshPart.m_numTriangles;t++)
{
btVector3 verts[3];
int index0;
for (int i=0;i<3;i++)
{
index0 = indexArray.get(k)*vertexStride;
domFloat fl0 = listFloats.get(index0);
domFloat fl1 = listFloats.get(index0+1);
domFloat fl2 = listFloats.get(index0+2);
k+=meshPart.m_triangleIndexStride;
verts[i].setValue(fl0,fl1,fl2);
}
trimesh->addTriangle(verts[0],verts[1],verts[2]);
}
}
}
}
//int m_triangleIndexStride;//calculate max offset
//int m_numVertices;
//float* m_vertexBase;//getRawData on floatArray
//int m_vertexStride;//use the accessor for this
//};
//tindexArray->addIndexedMesh(meshPart);
if (rbOutput.m_isDynamics)
{
printf("moving concave <mesh> not supported, transformed into convex\n");
rbOutput.m_colShape = new btConvexTriangleMeshShape(trimesh);
} else
{
printf("static concave triangle <mesh> added\n");
rbOutput.m_colShape = new btBvhTriangleMeshShape(trimesh);
//rbOutput.m_colShape = new btBvhTriangleMeshShape(trimesh);
//rbOutput.m_colShape = new btConvexTriangleMeshShape(trimesh);
//btTriangleMeshShape
}
}
}
if (geom && geom->getConvex_mesh())
{
{
const domConvex_meshRef convexRef = geom->getConvex_mesh();
daeElementRef otherElemRef = convexRef->getConvex_hull_of().getElement();
if ( otherElemRef != NULL )
{
domGeometryRef linkedGeom = *(domGeometryRef*)&otherElemRef;
printf( "otherLinked\n");
} else
{
printf("convexMesh polyCount = %i\n",convexRef->getPolygons_array().getCount());
printf("convexMesh triCount = %i\n",convexRef->getTriangles_array().getCount());
}
}
btConvexHullShape* convexHullShape = new btConvexHullShape(0,0);
//it is quite a trick to get to the vertices, using Collada.
//we are not there yet...
const domConvex_meshRef convexRef = geom->getConvex_mesh();
//daeString urlref = convexRef->getConvex_hull_of().getURI();
daeString urlref2 = convexRef->getConvex_hull_of().getOriginalURI();
if (urlref2)
{
daeElementRef otherElemRef = convexRef->getConvex_hull_of().getElement();
// if ( otherElemRef != NULL )
// {
// domGeometryRef linkedGeom = *(domGeometryRef*)&otherElemRef;
// Load all the geometry libraries
for ( unsigned int i = 0; i < m_dom->getLibrary_geometries_array().getCount(); i++)
{
domLibrary_geometriesRef libgeom = m_dom->getLibrary_geometries_array()[i];
//int index = libgeom->findLastIndexOf(urlref2);
//can't find it
for ( unsigned int i = 0; i < libgeom->getGeometry_array().getCount(); i++)
{
//ReadGeometry( );
domGeometryRef lib = libgeom->getGeometry_array()[i];
if (!strcmp(lib->getName(),urlref2))
{
//found convex_hull geometry
domMesh *meshElement = lib->getMesh();//linkedGeom->getMesh();
if (meshElement)
{
const domVerticesRef vertsRef = meshElement->getVertices();
int numInputs = vertsRef->getInput_array().getCount();
for (int i=0;i<numInputs;i++)
{
domInputLocalRef localRef = vertsRef->getInput_array()[i];
daeString str = localRef->getSemantic();
if ( !strcmp(str,"POSITION"))
{
const domURIFragmentType& frag = localRef->getSource();
daeElementConstRef constElem = frag.getElement();
const domSourceRef node = *(const domSourceRef*)&constElem;
const domFloat_arrayRef flArray = node->getFloat_array();
if (flArray)
{
int numElem = flArray->getCount();
const domListOfFloats& listFloats = flArray->getValue();
for (int k=0;k+2<numElem;k+=3)
{
domFloat fl0 = listFloats.get(k);
domFloat fl1 = listFloats.get(k+1);
domFloat fl2 = listFloats.get(k+2);
//printf("float %f %f %f\n",fl0,fl1,fl2);
convexHullShape->addPoint(btPoint3(fl0,fl1,fl2));
}
}
}
}
}
}
}
}
} else
{
//no getConvex_hull_of but direct vertices
const domVerticesRef vertsRef = convexRef->getVertices();
int numInputs = vertsRef->getInput_array().getCount();
for (int i=0;i<numInputs;i++)
{
domInputLocalRef localRef = vertsRef->getInput_array()[i];
daeString str = localRef->getSemantic();
if ( !strcmp(str,"POSITION"))
{
const domURIFragmentType& frag = localRef->getSource();
daeElementConstRef constElem = frag.getElement();
const domSourceRef node = *(const domSourceRef*)&constElem;
const domFloat_arrayRef flArray = node->getFloat_array();
if (flArray)
{
int numElem = flArray->getCount();
const domListOfFloats& listFloats = flArray->getValue();
for (int k=0;k+2<numElem;k+=3)
{
domFloat fl0 = listFloats.get(k);
domFloat fl1 = listFloats.get(k+1);
domFloat fl2 = listFloats.get(k+2);
//printf("float %f %f %f\n",fl0,fl1,fl2);
convexHullShape->addPoint(btPoint3(fl0,fl1,fl2));
}
}
}
}
}
if (convexHullShape->getNumVertices())
{
rbOutput.m_colShape = convexHullShape;
printf("created convexHullShape with %i points\n",convexHullShape->getNumVertices());
} else
{
delete convexHullShape;
printf("failed to create convexHullShape\n");
}
//domGeometryRef linkedGeom = *(domGeometryRef*)&otherElemRef;
printf("convexmesh\n");
}
}
//if more then 1 shape, or a non-identity local shapetransform
//use a compound
bool hasShapeLocalTransform = ((shapeRef->getRotate_array().getCount() > 0) ||
(shapeRef->getTranslate_array().getCount() > 0));
if (rbOutput.m_colShape)
{
if ((techniqueRef->getShape_array().getCount()>1) ||
(hasShapeLocalTransform))
{
if (!rbOutput.m_compoundShape)
{
rbOutput.m_compoundShape = new btCompoundShape();
}
btTransform localTransform;
localTransform.setIdentity();
if (hasShapeLocalTransform)
{
localTransform = GetbtTransformFromCOLLADA_DOM(
emptyMatrixArray,
shapeRef->getRotate_array(),
shapeRef->getTranslate_array()
);
}
rbOutput.m_compoundShape->addChildShape(localTransform,rbOutput.m_colShape);
rbOutput.m_colShape = 0;
}
}
}//for each shape
}
}