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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.bullet.util;
import com.bulletphysics.collision.shapes.ConcaveShape;
import com.bulletphysics.collision.shapes.ConvexShape;
import com.bulletphysics.collision.shapes.ShapeHull;
import com.bulletphysics.collision.shapes.TriangleCallback;
import com.bulletphysics.util.IntArrayList;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
import com.jme3.math.Matrix3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
import com.jme3.util.TempVars;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import javax.vecmath.Vector3f;
/**
*
* @author CJ Hare, normenhansen
*/
public class DebugShapeFactory {
/** The maximum corner for the aabb used for triangles to include in ConcaveShape processing.*/
private static final Vector3f aabbMax = new Vector3f(1e30f, 1e30f, 1e30f);
/** The minimum corner for the aabb used for triangles to include in ConcaveShape processing.*/
private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);
/**
* Creates a debug shape from the given collision shape. This is mostly used internally.<br>
* To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
* @param collisionShape
* @return
*/
public static Spatial getDebugShape(CollisionShape collisionShape) {
if (collisionShape == null) {
return null;
}
Spatial debugShape;
if (collisionShape instanceof CompoundCollisionShape) {
CompoundCollisionShape shape = (CompoundCollisionShape) collisionShape;
List<ChildCollisionShape> children = shape.getChildren();
Node node = new Node("DebugShapeNode");
for (Iterator<ChildCollisionShape> it = children.iterator(); it.hasNext();) {
ChildCollisionShape childCollisionShape = it.next();
CollisionShape ccollisionShape = childCollisionShape.shape;
Geometry geometry = createDebugShape(ccollisionShape);
// apply translation
geometry.setLocalTranslation(childCollisionShape.location);
// apply rotation
TempVars vars = TempVars.get();
Matrix3f tempRot = vars.tempMat3;
tempRot.set(geometry.getLocalRotation());
childCollisionShape.rotation.mult(tempRot, tempRot);
geometry.setLocalRotation(tempRot);
vars.release();
node.attachChild(geometry);
}
debugShape = node;
} else {
debugShape = createDebugShape(collisionShape);
}
if (debugShape == null) {
return null;
}
debugShape.updateGeometricState();
return debugShape;
}
private static Geometry createDebugShape(CollisionShape shape) {
Geometry geom = new Geometry();
geom.setMesh(DebugShapeFactory.getDebugMesh(shape));
// geom.setLocalScale(shape.getScale());
geom.updateModelBound();
return geom;
}
public static Mesh getDebugMesh(CollisionShape shape) {
Mesh mesh = null;
if (shape.getCShape() instanceof ConvexShape) {
mesh = new Mesh();
mesh.setBuffer(Type.Position, 3, getVertices((ConvexShape) shape.getCShape()));
mesh.getFloatBuffer(Type.Position).clear();
} else if (shape.getCShape() instanceof ConcaveShape) {
mesh = new Mesh();
mesh.setBuffer(Type.Position, 3, getVertices((ConcaveShape) shape.getCShape()));
mesh.getFloatBuffer(Type.Position).clear();
}
return mesh;
}
/**
* Constructs the buffer for the vertices of the concave shape.
*
* @param concaveShape the shape to get the vertices for / from.
* @return the shape as stored by the given broadphase rigid body.
*/
private static FloatBuffer getVertices(ConcaveShape concaveShape) {
// Create the call back that'll create the vertex buffer
BufferedTriangleCallback triangleProcessor = new BufferedTriangleCallback();
concaveShape.processAllTriangles(triangleProcessor, aabbMin, aabbMax);
// Retrieve the vextex and index buffers
return triangleProcessor.getVertices();
}
/**
* Processes the given convex shape to retrieve a correctly ordered FloatBuffer to
* construct the shape from with a TriMesh.
*
* @param convexShape the shape to retreieve the vertices from.
* @return the vertices as a FloatBuffer, ordered as Triangles.
*/
private static FloatBuffer getVertices(ConvexShape convexShape) {
// Check there is a hull shape to render
if (convexShape.getUserPointer() == null) {
// create a hull approximation
ShapeHull hull = new ShapeHull(convexShape);
float margin = convexShape.getMargin();
hull.buildHull(margin);
convexShape.setUserPointer(hull);
}
// Assert state - should have a pointer to a hull (shape) that'll be drawn
assert convexShape.getUserPointer() != null : "Should have a shape for the userPointer, instead got null";
ShapeHull hull = (ShapeHull) convexShape.getUserPointer();
// Assert we actually have a shape to render
assert hull.numTriangles() > 0 : "Expecting the Hull shape to have triangles";
int numberOfTriangles = hull.numTriangles();
// The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of triangles) * (size of float in bytes)
final int numberOfFloats = 3 * 3 * numberOfTriangles;
FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats);
// Force the limit, set the cap - most number of floats we will use the buffer for
vertices.limit(numberOfFloats);
// Loop variables
final IntArrayList hullIndicies = hull.getIndexPointer();
final List<Vector3f> hullVertices = hull.getVertexPointer();
Vector3f vertexA, vertexB, vertexC;
int index = 0;
for (int i = 0; i < numberOfTriangles; i++) {
// Grab the data for this triangle from the hull
vertexA = hullVertices.get(hullIndicies.get(index++));
vertexB = hullVertices.get(hullIndicies.get(index++));
vertexC = hullVertices.get(hullIndicies.get(index++));
// Put the verticies into the vertex buffer
vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z);
vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z);
vertices.put(vertexC.x).put(vertexC.y).put(vertexC.z);
}
vertices.clear();
return vertices;
}
}
/**
* A callback is used to process the triangles of the shape as there is no direct access to a concave shapes, shape.
* <p/>
* The triangles are simply put into a list (which in extreme condition will cause memory problems) then put into a direct buffer.
*
* @author CJ Hare
*/
class BufferedTriangleCallback extends TriangleCallback {
private ArrayList<Vector3f> vertices;
public BufferedTriangleCallback() {
vertices = new ArrayList<Vector3f>();
}
@Override
public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
// Three sets of individual lines
// The new Vector is needed as the given triangle reference is from a pool
vertices.add(new Vector3f(triangle[0]));
vertices.add(new Vector3f(triangle[1]));
vertices.add(new Vector3f(triangle[2]));
}
/**
* Retrieves the vertices from the Triangle buffer.
*/
public FloatBuffer getVertices() {
// There are 3 floats needed for each vertex (x,y,z)
final int numberOfFloats = vertices.size() * 3;
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(numberOfFloats);
// Force the limit, set the cap - most number of floats we will use the buffer for
verticesBuffer.limit(numberOfFloats);
// Copy the values from the list to the direct float buffer
for (Vector3f v : vertices) {
verticesBuffer.put(v.x).put(v.y).put(v.z);
}
vertices.clear();
return verticesBuffer;
}
}