[DEV] Rework can be good
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@ -7,76 +7,33 @@
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// Libraries
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#include <ephysics/collision/TriangleVertexArray.hpp>
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using namespace ephysics;
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// Constructor
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/// Note that your data will not be copied int32_to the TriangleVertexArray and
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/// therefore, you need to make sure that those data are always valid during
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/// the lifetime of the TriangleVertexArray.
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/**
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* @param nbVertices Number of vertices in the array
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* @param verticesStart Pointer to the first vertices of the array
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* @param verticesStride Number of bytes between the beginning of two consecutive vertices
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* @param nbTriangles Number of triangles in the array
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* @param indexesStart Pointer to the first triangle index
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* @param indexesStride Number of bytes between the beginning of two consecutive triangle indices
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* @param vertexDataType Type of data for the vertices (float, double)
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* @param indexDataType Type of data for the indices (short, int32_t)
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*/
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TriangleVertexArray::TriangleVertexArray(uint32_t nbVertices, void* verticesStart, int32_t verticesStride,
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uint32_t nbTriangles, void* indexesStart, int32_t indexesStride,
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VertexDataType vertexDataType, IndexDataType indexDataType) {
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m_numberVertices = nbVertices;
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m_verticesStart = reinterpret_cast<unsigned char*>(verticesStart);
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m_verticesStride = verticesStride;
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m_numberTriangles = nbTriangles;
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m_indicesStart = reinterpret_cast<unsigned char*>(indexesStart);
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m_indicesStride = indexesStride;
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m_vertexDataType = vertexDataType;
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m_indexDataType = indexDataType;
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ephysics::TriangleVertexArray::TriangleVertexArray(const std::vector<vec3>& _vertices, std::vector<size_t> _triangles):
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m_vertices(_vertices),
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m_triangles(_triangles) {
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}
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// Destructor
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TriangleVertexArray::~TriangleVertexArray() {
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size_t ephysics::TriangleVertexArray::getNbVertices() const {
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return m_vertices.size();
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}
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// Return the vertex data type
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TriangleVertexArray::VertexDataType TriangleVertexArray::getVertexDataType() const {
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return m_vertexDataType;
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size_t ephysics::TriangleVertexArray::getNbTriangles() const {
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return m_triangles.size()/3;
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}
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// Return the index data type
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TriangleVertexArray::IndexDataType TriangleVertexArray::getIndexDataType() const {
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return m_indexDataType;
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const std::vector<vec3>& ephysics::TriangleVertexArray::getVertices() const {
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return m_vertices;
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}
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// Return the number of vertices
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uint32_t TriangleVertexArray::getNbVertices() const {
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return m_numberVertices;
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const std::vector<size_t>& ephysics::TriangleVertexArray::getIndices() const{
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return m_triangles;
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}
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// Return the number of triangles
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uint32_t TriangleVertexArray::getNbTriangles() const {
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return m_numberTriangles;
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}
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// Return the vertices stride (number of bytes)
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int32_t TriangleVertexArray::getVerticesStride() const {
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return m_verticesStride;
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}
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// Return the indices stride (number of bytes)
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int32_t TriangleVertexArray::getIndicesStride() const {
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return m_indicesStride;
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}
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// Return the pointer to the start of the vertices array
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unsigned char* TriangleVertexArray::getVerticesStart() const {
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return m_verticesStart;
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}
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// Return the pointer to the start of the indices array
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unsigned char* TriangleVertexArray::getIndicesStart() const {
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return m_indicesStart;
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ephysics::Triangle ephysics::TriangleVertexArray::getTriangle(size_t _id) const {
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ephysics::Triangle out;
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out[0] = m_vertices[m_triangles[_id*3]];
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out[1] = m_vertices[m_triangles[_id*3+1]];
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out[2] = m_vertices[m_triangles[_id*3+2]];
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return out;
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}
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@ -6,8 +6,16 @@
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#pragma once
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#include <ephysics/configuration.hpp>
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#include <etk/math/Vector3D.hpp>
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namespace ephysics {
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class Triangle {
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public:
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vec3 value[3];
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vec3& operator[] (size_t _id) {
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return value[_id];
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}
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};
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/**
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* This class is used to describe the vertices and faces of a triangular mesh.
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* A TriangleVertexArray represents a continuous array of vertices and indexes
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@ -18,43 +26,42 @@ namespace ephysics {
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* remains valid during the TriangleVertexArray life.
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*/
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class TriangleVertexArray {
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public:
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/// Data type for the vertices in the array
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enum VertexDataType {VERTEX_FLOAT_TYPE, VERTEX_DOUBLE_TYPE};
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/// Data type for the indices in the array
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enum IndexDataType {INDEX_INTEGER_TYPE, INDEX_SHORT_TYPE};
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protected:
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uint32_t m_numberVertices; //!< Number of vertices in the array
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unsigned char* m_verticesStart; //!< Pointer to the first vertex value in the array
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int32_t m_verticesStride; //!< Stride (number of bytes) between the beginning of two vertices values in the array
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uint32_t m_numberTriangles; //!< Number of triangles in the array
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unsigned char* m_indicesStart; //!< Pointer to the first vertex index of the array
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int32_t m_indicesStride; //!< Stride (number of bytes) between the beginning of two indices in the array
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VertexDataType m_vertexDataType; //!< Data type of the vertices in the array
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IndexDataType m_indexDataType; //!< Data type of the indices in the array
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std::vector<vec3> m_vertices; //!< Vertice list
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std::vector<size_t> m_triangles; //!< List of triangle (3 pos for each triangle)
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public:
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/// Constructor
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TriangleVertexArray(uint32_t nbVertices, void* verticesStart, int32_t verticesStride,
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uint32_t nbTriangles, void* indexesStart, int32_t indexesStride,
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VertexDataType vertexDataType, IndexDataType indexDataType);
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/// Destructor
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virtual ~TriangleVertexArray();
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/// Return the vertex data type
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VertexDataType getVertexDataType() const;
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/// Return the index data type
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IndexDataType getIndexDataType() const;
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/// Return the number of vertices
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uint32_t getNbVertices() const;
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/// Return the number of triangles
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uint32_t getNbTriangles() const;
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/// Return the vertices stride (number of bytes)
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int32_t getVerticesStride() const;
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/// Return the indices stride (number of bytes)
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int32_t getIndicesStride() const;
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/// Return the pointer to the start of the vertices array
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unsigned char* getVerticesStart() const;
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/// Return the pointer to the start of the indices array
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unsigned char* getIndicesStart() const;
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/**
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* @brief Constructor
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* @param[in] _vertices List Of all vertices
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* @param[in] _triangles List of all linked points
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*/
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TriangleVertexArray(const std::vector<vec3>& _vertices,
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std::vector<size_t> _triangles);
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/**
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* @brief Get the number of vertices
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* @return Number of vertices
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*/
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size_t getNbVertices() const;
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/**
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* @brief Get the number of triangle
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* @return Number of triangles
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*/
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size_t getNbTriangles() const;
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/**
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* @brief Get The table of the vertices
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* @return reference on the vertices
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*/
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const std::vector<vec3>& getVertices() const;
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/**
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* @brief Get The table of the triangle indice
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* @return reference on the triangle indice
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*/
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const std::vector<size_t>& getIndices() const;
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/**
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* @brief Get a triangle at the specific ID
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* @return Buffer of 3 points
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*/
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ephysics::Triangle getTriangle(size_t _id) const;
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};
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@ -4,153 +4,80 @@
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* @license BSD 3 clauses (see license file)
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*/
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// Libraries
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#include <ephysics/collision/shapes/ConcaveMeshShape.hpp>
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#include <ephysics/debug.hpp>
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#include <iostream>
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using namespace ephysics;
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// Constructor
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ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* triangleMesh):
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ConcaveMeshShape::ConcaveMeshShape(TriangleMesh* _triangleMesh):
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ConcaveShape(CONCAVE_MESH) {
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m_triangleMesh = triangleMesh;
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m_triangleMesh = _triangleMesh;
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m_raycastTestType = FRONT;
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// Insert all the triangles int32_to 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 int32_to the dynamic AABB tree
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void ConcaveMeshShape::initBVHTree() {
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// TODO : Try to randomly add the triangles int32_to the tree to obtain a better tree
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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 (uint32_t subPart=0; subPart<m_triangleMesh->getNbSubparts(); subPart++) {
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = m_triangleMesh->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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int32_t vertexStride = triangleVertexArray->getVerticesStride();
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int32_t indexStride = triangleVertexArray->getIndicesStride();
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// For each triangle of the concave mesh
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for (uint32_t triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
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void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
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vec3 trianglePoints[3];
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// For each vertex of the triangle
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for (int32_t k=0; k < 3; k++) {
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// Get the index of the current vertex in the triangle
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int32_t vertexIndex = 0;
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if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
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vertexIndex = ((uint32_t*)vertexIndexPointer)[k];
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} else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
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} else {
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assert(false);
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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] = float(vertices[0]) * m_scaling.x();
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trianglePoints[k][1] = float(vertices[1]) * m_scaling.y();
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trianglePoints[k][2] = float(vertices[2]) * m_scaling.z();
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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] = float(vertices[0]) * m_scaling.x();
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trianglePoints[k][1] = float(vertices[1]) * m_scaling.y();
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trianglePoints[k][2] = float(vertices[2]) * m_scaling.z();
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} else {
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assert(false);
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}
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}
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for (size_t iii=0; iii<triangleVertexArray->getNbTriangles(); ++iii) {
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ephysics::Triangle trianglePoints = triangleVertexArray->getTriangle(iii);
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vec3 trianglePoints2[3];
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trianglePoints2[0] = trianglePoints[0];
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trianglePoints2[1] = trianglePoints[1];
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trianglePoints2[2] = trianglePoints[2];
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// Create the AABB for the triangle
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AABB aabb = AABB::createAABBForTriangle(trianglePoints);
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AABB aabb = AABB::createAABBForTriangle(trianglePoints2);
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aabb.inflate(m_triangleMargin, m_triangleMargin, m_triangleMargin);
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// Add the AABB with the index of the triangle int32_to the dynamic AABB tree
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m_dynamicAABBTree.addObject(aabb, subPart, triangleIndex);
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m_dynamicAABBTree.addObject(aabb, subPart, iii);
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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_t subPart, int32_t triangleIndex, vec3* outTriangleVertices) const {
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void ConcaveMeshShape::getTriangleVerticesWithIndexPointer(int32_t _subPart, int32_t _triangleIndex, vec3* _outTriangleVertices) const {
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EPHY_ASSERT(_outTriangleVertices != nullptr, "Input check error");
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// Get the triangle vertex array of the current sub-part
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TriangleVertexArray* triangleVertexArray = m_triangleMesh->getSubpart(subPart);
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TriangleVertexArray* triangleVertexArray = m_triangleMesh->getSubpart(_subPart);
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if (triangleVertexArray == nullptr) {
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std::cout << "get nullptr ..." << std::endl;
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}
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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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int32_t vertexStride = triangleVertexArray->getVerticesStride();
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int32_t 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 (int32_t k=0; k < 3; k++) {
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// Get the index of the current vertex in the triangle
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int32_t vertexIndex = 0;
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if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
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vertexIndex = ((uint32_t*)vertexIndexPointer)[k];
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} else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
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vertexIndex = ((unsigned short*)vertexIndexPointer)[k];
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} else {
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std::cout << "wrong type of array : " << int32_t(indexType) << std::endl;
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assert(false);
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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] = float(vertices[0]) * m_scaling.x();
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outTriangleVertices[k][1] = float(vertices[1]) * m_scaling.y();
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outTriangleVertices[k][2] = float(vertices[2]) * m_scaling.z();
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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] = float(vertices[0]) * m_scaling.x();
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outTriangleVertices[k][1] = float(vertices[1]) * m_scaling.y();
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outTriangleVertices[k][2] = float(vertices[2]) * m_scaling.z();
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} else {
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assert(false);
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}
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}
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ephysics::Triangle trianglePoints = triangleVertexArray->getTriangle(_triangleIndex);
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_outTriangleVertices[0] = trianglePoints[0] * m_scaling;
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_outTriangleVertices[1] = trianglePoints[1] * m_scaling;
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_outTriangleVertices[2] = trianglePoints[2] * m_scaling;
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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, m_dynamicAABBTree);
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void ConcaveMeshShape::testAllTriangles(TriangleCallback& _callback, const AABB& _localAABB) const {
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ConvexTriangleAABBOverlapCallback overlapCallback(_callback, *this, m_dynamicAABBTree);
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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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m_dynamicAABBTree.reportAllShapesOverlappingWithAABB(localAABB, overlapCallback);
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m_dynamicAABBTree.reportAllShapesOverlappingWithAABB(_localAABB, overlapCallback);
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}
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// Raycast method with feedback information
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/// Note that only the first triangle hit by the ray in the mesh will be returned, even if
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/// the ray hits many triangles.
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bool ConcaveMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
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bool ConcaveMeshShape::raycast(const Ray& _ray, RaycastInfo& _raycastInfo, ProxyShape* _proxyShape) const {
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PROFILE("ConcaveMeshShape::raycast()");
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// Create the callback object that will compute ray casting against triangles
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ConcaveMeshRaycastCallback raycastCallback(m_dynamicAABBTree, *this, proxyShape, raycastInfo, ray);
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ConcaveMeshRaycastCallback raycastCallback(m_dynamicAABBTree, *this, _proxyShape, _raycastInfo, _ray);
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// Ask the Dynamic AABB Tree to report all AABB nodes that are hit by the ray.
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// The raycastCallback object will then compute ray casting against the triangles
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// in the hit AABBs.
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m_dynamicAABBTree.raycast(ray, raycastCallback);
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m_dynamicAABBTree.raycast(_ray, raycastCallback);
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raycastCallback.raycastTriangles();
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return raycastCallback.getIsHit();
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}
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// Collect all the AABB nodes that are hit by the ray in the Dynamic AABB Tree
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float ConcaveMeshRaycastCallback::raycastBroadPhaseShape(int32_t nodeId, const Ray& ray) {
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float ConcaveMeshRaycastCallback::raycastBroadPhaseShape(int32_t _nodeId, const Ray& _ray) {
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// Add the id of the hit AABB node int32_to
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m_hitAABBNodes.push_back(nodeId);
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return ray.maxFraction;
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m_hitAABBNodes.push_back(_nodeId);
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return _ray.maxFraction;
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}
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// Raycast all collision shapes that have been collected
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void ConcaveMeshRaycastCallback::raycastTriangles() {
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std::vector<int32_t>::const_iterator it;
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float smallestHitFraction = m_ray.maxFraction;
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@ -183,46 +110,24 @@ void ConcaveMeshRaycastCallback::raycastTriangles() {
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}
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}
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// Return the number of bytes used by the collision shape
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size_t ConcaveMeshShape::getSizeInBytes() const {
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return sizeof(ConcaveMeshShape);
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}
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// Return the local bounds of the shape in x, y and z directions.
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// This method is used to compute the AABB of the box
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/**
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* @param min The minimum bounds of the shape in local-space coordinates
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* @param max The maximum bounds of the shape in local-space coordinates
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*/
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void ConcaveMeshShape::getLocalBounds(vec3& min, vec3& max) const {
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void ConcaveMeshShape::getLocalBounds(vec3& _min, vec3& _max) const {
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// Get the AABB of the whole tree
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AABB treeAABB = m_dynamicAABBTree.getRootAABB();
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min = treeAABB.getMin();
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max = treeAABB.getMax();
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_min = treeAABB.getMin();
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_max = treeAABB.getMax();
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}
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// Set the local scaling vector of the collision shape
|
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void ConcaveMeshShape::setLocalScaling(const vec3& scaling) {
|
||||
|
||||
CollisionShape::setLocalScaling(scaling);
|
||||
|
||||
// Reset the Dynamic AABB Tree
|
||||
void ConcaveMeshShape::setLocalScaling(const vec3& _scaling) {
|
||||
CollisionShape::setLocalScaling(_scaling);
|
||||
m_dynamicAABBTree.reset();
|
||||
|
||||
// Rebuild Dynamic AABB Tree here
|
||||
initBVHTree();
|
||||
}
|
||||
|
||||
// Return the local inertia tensor of the shape
|
||||
/**
|
||||
* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
|
||||
* coordinates
|
||||
* @param mass Mass to use to compute the inertia tensor of the collision shape
|
||||
*/
|
||||
void ConcaveMeshShape::computeLocalInertiaTensor(etk::Matrix3x3& _tensor, float _mass) const {
|
||||
|
||||
// Default inertia tensor
|
||||
// Note that this is not very realistic for a concave triangle mesh.
|
||||
// However, in most cases, it will only be used static bodies and therefore,
|
||||
@ -232,8 +137,6 @@ void ConcaveMeshShape::computeLocalInertiaTensor(etk::Matrix3x3& _tensor, float
|
||||
0, 0, _mass);
|
||||
}
|
||||
|
||||
// Called when a overlapping node has been found during the call to
|
||||
// DynamicAABBTree:reportAllShapesOverlappingWithAABB()
|
||||
void ConvexTriangleAABBOverlapCallback::notifyOverlappingNode(int32_t _nodeId) {
|
||||
|
||||
// Get the node data (triangle index and mesh subpart index)
|
||||
|
@ -79,10 +79,8 @@ namespace ephysics {
|
||||
ConcaveMeshShape(const ConcaveMeshShape& _shape) = delete;
|
||||
/// Private assignment operator
|
||||
ConcaveMeshShape& operator=(const ConcaveMeshShape& _shape) = delete;
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& _ray, RaycastInfo& _raycastInfo, ProxyShape* _proxyShape) const;
|
||||
/// Return the number of bytes used by the collision shape
|
||||
virtual size_t getSizeInBytes() const;
|
||||
virtual bool raycast(const Ray& _ray, RaycastInfo& _raycastInfo, ProxyShape* _proxyShape) const override;
|
||||
virtual size_t getSizeInBytes() const override;
|
||||
/// Insert all the triangles int32_to the dynamic AABB tree
|
||||
void initBVHTree();
|
||||
/// Return the three vertices coordinates (in the array outTriangleVertices) of a triangle
|
||||
@ -93,16 +91,11 @@ namespace ephysics {
|
||||
public:
|
||||
/// Constructor
|
||||
ConcaveMeshShape(TriangleMesh* triangleMesh);
|
||||
/// Destructor
|
||||
~ConcaveMeshShape();
|
||||
/// Return the local bounds of the shape in x, y and z directions.
|
||||
virtual void getLocalBounds(vec3& min, vec3& max) const;
|
||||
/// Set the local scaling vector of the collision shape
|
||||
virtual void setLocalScaling(const vec3& scaling);
|
||||
/// Return the local inertia tensor of the collision shape
|
||||
virtual void computeLocalInertiaTensor(etk::Matrix3x3& tensor, float mass) const;
|
||||
virtual void getLocalBounds(vec3& min, vec3& max) const override;
|
||||
virtual void setLocalScaling(const vec3& scaling) override;
|
||||
virtual void computeLocalInertiaTensor(etk::Matrix3x3& tensor, float mass) const override;
|
||||
/// Use a callback method on all triangles of the concave shape inside a given AABB
|
||||
virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const;
|
||||
virtual void testAllTriangles(TriangleCallback& callback, const AABB& localAABB) const override;
|
||||
friend class ConvexTriangleAABBOverlapCallback;
|
||||
friend class ConcaveMeshRaycastCallback;
|
||||
};
|
||||
|
@ -38,76 +38,29 @@ ConvexMeshShape::ConvexMeshShape(const float* arrayVertices, uint32_t nbVertices
|
||||
recalculateBounds();
|
||||
}
|
||||
|
||||
// Constructor to initialize with a triangle mesh
|
||||
/// This method creates an int32_ternal copy of the input vertices.
|
||||
/**
|
||||
* @param triangleVertexArray Array with the vertices and indices of the vertices and triangles of the mesh
|
||||
* @param isEdgesInformationUsed True if you want to use edges information for collision detection (faster but requires more memory)
|
||||
* @param margin Collision margin (in meters) around the collision shape
|
||||
*/
|
||||
ConvexMeshShape::ConvexMeshShape(TriangleVertexArray* triangleVertexArray, bool isEdgesInformationUsed, float margin)
|
||||
: ConvexShape(CONVEX_MESH, margin), m_minBounds(0, 0, 0),
|
||||
m_maxBounds(0, 0, 0), m_isEdgesInformationUsed(isEdgesInformationUsed) {
|
||||
|
||||
TriangleVertexArray::VertexDataType vertexType = triangleVertexArray->getVertexDataType();
|
||||
TriangleVertexArray::IndexDataType indexType = triangleVertexArray->getIndexDataType();
|
||||
unsigned char* verticesStart = triangleVertexArray->getVerticesStart();
|
||||
unsigned char* indicesStart = triangleVertexArray->getIndicesStart();
|
||||
int32_t vertexStride = triangleVertexArray->getVerticesStride();
|
||||
int32_t indexStride = triangleVertexArray->getIndicesStride();
|
||||
|
||||
ConvexMeshShape::ConvexMeshShape(TriangleVertexArray* _triangleVertexArray, bool _isEdgesInformationUsed, float _margin):
|
||||
ConvexShape(CONVEX_MESH, _margin),
|
||||
m_minBounds(0, 0, 0),
|
||||
m_maxBounds(0, 0, 0),
|
||||
m_isEdgesInformationUsed(_isEdgesInformationUsed) {
|
||||
// For each vertex of the mesh
|
||||
for (uint32_t v = 0; v < triangleVertexArray->getNbVertices(); v++) {
|
||||
|
||||
// Get the vertices components of the triangle
|
||||
if (vertexType == TriangleVertexArray::VERTEX_FLOAT_TYPE) {
|
||||
const float* vertices = (float*)(verticesStart + v * vertexStride);
|
||||
|
||||
vec3 vertex(vertices[0], vertices[1], vertices[2] );
|
||||
vertex = vertex * m_scaling;
|
||||
m_vertices.push_back(vertex);
|
||||
}
|
||||
else if (vertexType == TriangleVertexArray::VERTEX_DOUBLE_TYPE) {
|
||||
const double* vertices = (double*)(verticesStart + v * vertexStride);
|
||||
|
||||
vec3 vertex(vertices[0], vertices[1], vertices[2] );
|
||||
vertex = vertex * m_scaling;
|
||||
m_vertices.push_back(vertex);
|
||||
}
|
||||
for (auto &it: _triangleVertexArray->getVertices()) {
|
||||
m_vertices.push_back(it*m_scaling);
|
||||
}
|
||||
|
||||
// If we need to use the edges information of the mesh
|
||||
if (m_isEdgesInformationUsed) {
|
||||
|
||||
// For each triangle of the mesh
|
||||
for (uint32_t triangleIndex=0; triangleIndex<triangleVertexArray->getNbTriangles(); triangleIndex++) {
|
||||
|
||||
void* vertexIndexPointer = (indicesStart + triangleIndex * 3 * indexStride);
|
||||
|
||||
for (size_t iii=0; iii<_triangleVertexArray->getNbTriangles(); iii++) {
|
||||
uint32_t vertexIndex[3] = {0, 0, 0};
|
||||
|
||||
// For each vertex of the triangle
|
||||
for (int32_t k=0; k < 3; k++) {
|
||||
|
||||
// Get the index of the current vertex in the triangle
|
||||
if (indexType == TriangleVertexArray::INDEX_INTEGER_TYPE) {
|
||||
vertexIndex[k] = ((uint32_t*)vertexIndexPointer)[k];
|
||||
}
|
||||
else if (indexType == TriangleVertexArray::INDEX_SHORT_TYPE) {
|
||||
vertexIndex[k] = ((unsigned short*)vertexIndexPointer)[k];
|
||||
}
|
||||
else {
|
||||
assert(false);
|
||||
}
|
||||
}
|
||||
|
||||
vertexIndex[0] = _triangleVertexArray->getIndices()[iii*3];
|
||||
vertexIndex[1] = _triangleVertexArray->getIndices()[iii*3+1];
|
||||
vertexIndex[2] = _triangleVertexArray->getIndices()[iii*3+2];
|
||||
// Add information about the edges
|
||||
addEdge(vertexIndex[0], vertexIndex[1]);
|
||||
addEdge(vertexIndex[0], vertexIndex[2]);
|
||||
addEdge(vertexIndex[1], vertexIndex[2]);
|
||||
}
|
||||
}
|
||||
|
||||
m_numberVertices = m_vertices.size();
|
||||
recalculateBounds();
|
||||
}
|
||||
@ -115,9 +68,12 @@ ConvexMeshShape::ConvexMeshShape(TriangleVertexArray* triangleVertexArray, bool
|
||||
// Constructor.
|
||||
/// If you use this constructor, you will need to set the vertices manually one by one using
|
||||
/// the addVertex() method.
|
||||
ConvexMeshShape::ConvexMeshShape(float margin)
|
||||
: ConvexShape(CONVEX_MESH, margin), m_numberVertices(0), m_minBounds(0, 0, 0),
|
||||
m_maxBounds(0, 0, 0), m_isEdgesInformationUsed(false) {
|
||||
ConvexMeshShape::ConvexMeshShape(float _margin):
|
||||
ConvexShape(CONVEX_MESH, _margin),
|
||||
m_numberVertices(0),
|
||||
m_minBounds(0, 0, 0),
|
||||
m_maxBounds(0, 0, 0),
|
||||
m_isEdgesInformationUsed(false) {
|
||||
|
||||
}
|
||||
// Return a local support point in a given direction without the object margin.
|
||||
|
@ -56,7 +56,13 @@ namespace ephysics {
|
||||
uint32_t _nbVertices,
|
||||
int32_t _stride,
|
||||
float _margin = OBJECT_MARGIN);
|
||||
/// Constructor to initialize with a triangle vertex array
|
||||
/**
|
||||
* @brief Constructor to initialize with a triangle mesh
|
||||
* This method creates an internal copy of the input vertices.
|
||||
* @param _triangleVertexArray Array with the vertices and indices of the vertices and triangles of the mesh
|
||||
* @param _isEdgesInformationUsed True if you want to use edges information for collision detection (faster but requires more memory)
|
||||
* @param _margin Collision margin (in meters) around the collision shape
|
||||
*/
|
||||
ConvexMeshShape(TriangleVertexArray* _triangleVertexArray,
|
||||
bool _isEdgesInformationUsed = true,
|
||||
float _margin = OBJECT_MARGIN);
|
||||
|
@ -111,23 +111,27 @@ namespace ephysics {
|
||||
ConstraintSolverData m_constraintSolverData; //!< Constraint solver data used to initialize and solve the constraints
|
||||
public :
|
||||
/// Constructor
|
||||
ConstraintSolver(const std::map<RigidBody*, uint32_t>& mapBodyToVelocityIndex);
|
||||
ConstraintSolver(const std::map<RigidBody*, uint32_t>& _mapBodyToVelocityIndex);
|
||||
/// Initialize the constraint solver for a given island
|
||||
void initializeForIsland(float dt, Island* island);
|
||||
void initializeForIsland(float _dt, Island* _island);
|
||||
/// Solve the constraints
|
||||
void solveVelocityConstraints(Island* island);
|
||||
void solveVelocityConstraints(Island* _island);
|
||||
/// Solve the position constraints
|
||||
void solvePositionConstraints(Island* island);
|
||||
void solvePositionConstraints(Island* _island);
|
||||
/// Return true if the Non-Linear-Gauss-Seidel position correction technique is active
|
||||
bool getIsNonLinearGaussSeidelPositionCorrectionActive() const;
|
||||
bool getIsNonLinearGaussSeidelPositionCorrectionActive() const {
|
||||
return m_isWarmStartingActive;
|
||||
}
|
||||
/// Enable/Disable the Non-Linear-Gauss-Seidel position correction technique.
|
||||
void setIsNonLinearGaussSeidelPositionCorrectionActive(bool isActive);
|
||||
void setIsNonLinearGaussSeidelPositionCorrectionActive(bool _isActive) {
|
||||
m_isWarmStartingActive = _isActive;
|
||||
}
|
||||
/// Set the constrained velocities arrays
|
||||
void setConstrainedVelocitiesArrays(vec3* constrainedLinearVelocities,
|
||||
vec3* constrainedAngularVelocities);
|
||||
void setConstrainedVelocitiesArrays(vec3* _constrainedLinearVelocities,
|
||||
vec3* _constrainedAngularVelocities);
|
||||
/// Set the constrained positions/orientations arrays
|
||||
void setConstrainedPositionsArrays(vec3* constrainedPositions,
|
||||
etk::Quaternion* constrainedOrientations);
|
||||
void setConstrainedPositionsArrays(vec3* _constrainedPositions,
|
||||
etk::Quaternion* _constrainedOrientations);
|
||||
};
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user