added new convex trianglemesh shape

This commit is contained in:
ejcoumans
2006-05-26 00:30:16 +00:00
parent 6abd4264ee
commit 39c5f29fd0
3 changed files with 247 additions and 0 deletions

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@@ -27,6 +27,7 @@ enum BroadphaseNativeTypes
BOX_SHAPE_PROXYTYPE,
TRIANGLE_SHAPE_PROXYTYPE,
TETRAHEDRAL_SHAPE_PROXYTYPE,
CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE,
CONVEX_HULL_SHAPE_PROXYTYPE,
//implicit convex shapes
IMPLICIT_CONVEX_SHAPES_START_HERE,

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@@ -0,0 +1,197 @@
/*
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 "ConvexTriangleMeshShape.h"
#include "CollisionShapes/CollisionMargin.h"
#include "SimdQuaternion.h"
#include "CollisionShapes/StridingMeshInterface.h"
ConvexTriangleMeshShape ::ConvexTriangleMeshShape (StridingMeshInterface* meshInterface)
:m_stridingMesh(meshInterface)
{
}
///It's not nice to have all this virtual function overhead, so perhaps we can also gather the points once
///but then we are duplicating
class LocalSupportVertexCallback: public InternalTriangleIndexCallback
{
SimdVector3 m_supportVertexLocal;
public:
SimdScalar m_maxDot;
SimdVector3 m_supportVecLocal;
LocalSupportVertexCallback(const SimdVector3& supportVecLocal)
: m_supportVertexLocal(0.f,0.f,0.f),
m_supportVecLocal(supportVecLocal),
m_maxDot(-1e30f)
{
}
virtual void InternalProcessTriangleIndex(SimdVector3* triangle,int partId,int triangleIndex)
{
for (int i=0;i<3;i++)
{
SimdScalar dot = m_supportVecLocal.dot(triangle[i]);
if (dot > m_maxDot)
{
m_maxDot = dot;
m_supportVertexLocal = triangle[i];
}
}
}
SimdVector3 GetSupportVertexLocal()
{
return m_supportVertexLocal;
}
};
SimdVector3 ConvexTriangleMeshShape::LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec0)const
{
SimdVector3 supVec(0.f,0.f,0.f);
SimdScalar newDot,maxDot = -1e30f;
SimdVector3 vec = vec0;
SimdScalar lenSqr = vec.length2();
if (lenSqr < 0.0001f)
{
vec.setValue(1,0,0);
} else
{
float rlen = 1.f / SimdSqrt(lenSqr );
vec *= rlen;
}
LocalSupportVertexCallback supportCallback(vec);
SimdVector3 aabbMax(1e30f,1e30f,1e30f);
m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
supVec = supportCallback.GetSupportVertexLocal();
return supVec;
}
void ConvexTriangleMeshShape::BatchedUnitVectorGetSupportingVertexWithoutMargin(const SimdVector3* vectors,SimdVector3* supportVerticesOut,int numVectors) const
{
SimdScalar newDot;
//use 'w' component of supportVerticesOut?
{
for (int i=0;i<numVectors;i++)
{
supportVerticesOut[i][3] = -1e30f;
}
}
//todo: could do the batch inside the callback!
for (int j=0;j<numVectors;j++)
{
const SimdVector3& vec = vectors[j];
LocalSupportVertexCallback supportCallback(vec);
SimdVector3 aabbMax(1e30f,1e30f,1e30f);
m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
supportVerticesOut[j] = supportCallback.GetSupportVertexLocal();
}
}
SimdVector3 ConvexTriangleMeshShape::LocalGetSupportingVertex(const SimdVector3& vec)const
{
SimdVector3 supVertex = LocalGetSupportingVertexWithoutMargin(vec);
if ( GetMargin()!=0.f )
{
SimdVector3 vecnorm = vec;
if (vecnorm .length2() < (SIMD_EPSILON*SIMD_EPSILON))
{
vecnorm.setValue(-1.f,-1.f,-1.f);
}
vecnorm.normalize();
supVertex+= GetMargin() * vecnorm;
}
return supVertex;
}
//currently just for debugging (drawing), perhaps future support for algebraic continuous collision detection
//Please note that you can debug-draw ConvexTriangleMeshShape with the Raytracer Demo
int ConvexTriangleMeshShape::GetNumVertices() const
{
//cache this?
assert(0);
return 0;
}
int ConvexTriangleMeshShape::GetNumEdges() const
{
assert(0);
return 0;
}
void ConvexTriangleMeshShape::GetEdge(int i,SimdPoint3& pa,SimdPoint3& pb) const
{
assert(0);
}
void ConvexTriangleMeshShape::GetVertex(int i,SimdPoint3& vtx) const
{
assert(0);
}
int ConvexTriangleMeshShape::GetNumPlanes() const
{
return 0;
}
void ConvexTriangleMeshShape::GetPlane(SimdVector3& planeNormal,SimdPoint3& planeSupport,int i ) const
{
assert(0);
}
//not yet
bool ConvexTriangleMeshShape::IsInside(const SimdPoint3& pt,SimdScalar tolerance) const
{
assert(0);
return false;
}
void ConvexTriangleMeshShape::setLocalScaling(const SimdVector3& scaling)
{
m_stridingMesh->setScaling(scaling);
}

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@@ -0,0 +1,49 @@
#ifndef CONVEX_TRIANGLEMESH_SHAPE_H
#define CONVEX_TRIANGLEMESH_SHAPE_H
#include "PolyhedralConvexShape.h"
#include "BroadphaseCollision/BroadphaseProxy.h" // for the types
#include <vector>
/// ConvexTriangleMeshShape is a convex hull of a triangle mesh. If you just have a point cloud, you can use ConvexHullShape instead.
/// It uses the StridingMeshInterface instead of a point cloud. This can avoid the duplication of the triangle mesh data.
class ConvexTriangleMeshShape : public PolyhedralConvexShape
{
class StridingMeshInterface* m_stridingMesh;
public:
ConvexTriangleMeshShape(StridingMeshInterface* meshInterface);
class StridingMeshInterface* GetStridingMesh()
{
return m_stridingMesh;
}
virtual SimdVector3 LocalGetSupportingVertex(const SimdVector3& vec)const;
virtual SimdVector3 LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec)const;
virtual void BatchedUnitVectorGetSupportingVertexWithoutMargin(const SimdVector3* vectors,SimdVector3* supportVerticesOut,int numVectors) const;
virtual int GetShapeType()const { return CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE; }
//debugging
virtual char* GetName()const {return "ConvexTrimesh";}
virtual int GetNumVertices() const;
virtual int GetNumEdges() const;
virtual void GetEdge(int i,SimdPoint3& pa,SimdPoint3& pb) const;
virtual void GetVertex(int i,SimdPoint3& vtx) const;
virtual int GetNumPlanes() const;
virtual void GetPlane(SimdVector3& planeNormal,SimdPoint3& planeSupport,int i ) const;
virtual bool IsInside(const SimdPoint3& pt,SimdScalar tolerance) const;
void setLocalScaling(const SimdVector3& scaling);
};
#endif //CONVEX_TRIANGLEMESH_SHAPE_H