First MayaPlugin, still need to fix the makefiles and get unique ids for
the Maya nodes. Got rid of boost dependencies. Cleaned up mvl library
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154
Extras/MayaPlugin/bt_mesh_shape.h
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154
Extras/MayaPlugin/bt_mesh_shape.h
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/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising
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from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must
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not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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//bt_mesh_shape.h
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#ifndef DYN_BT_MESH_SHAPE_H
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#define DYN_BT_MESH_SHAPE_H
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#include <vector>
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#include <iterator>
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#include "mesh_shape_impl.h"
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#include "bt_collision_shape.h"
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class bt_mesh_shape_t: public bt_collision_shape_t, public mesh_shape_impl_t
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{
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public:
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virtual void gl_draw(size_t draw_style) {
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if(m_vertices.empty() || m_indices.empty()) return;
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btVector3 const& scale = shape()->getLocalScaling();
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glPushMatrix();
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//glTranslatef(m_center[0], m_center[1], m_center[2]);
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glScalef(scale.x(), scale.y(), scale.z());
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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if(draw_style & collision_shape_t::kDSSolid) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glVertexPointer(3, GL_FLOAT, 0, &(m_vertices[0]));
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glNormalPointer(GL_FLOAT, 0, &(m_normals[0]));
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glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, &(m_indices[0]));
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPopMatrix();
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}
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virtual void set_scale(vec3f const& s) {
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btGImpactMeshShape *gi_shape = static_cast<btGImpactMeshShape*>(shape());
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gi_shape->setLocalScaling(btVector3(s[0], s[1], s[2]));
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gi_shape->updateBound();
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update();
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}
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virtual void get_scale(vec3f& s) {
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const btVector3& scale = shape()->getLocalScaling();
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s = vec3f(scale.x(), scale.y(), scale.z());
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}
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virtual float volume() { return m_volume; }
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virtual vec3f const& local_inertia() { return m_local_inertia; }
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virtual vec3f const& center() { return m_center; }
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virtual quatf const& rotation() { return m_rotation; }
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protected:
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friend class bt_solver_t;
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bt_mesh_shape_t(vec3f const* vertices, size_t num_vertices,
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vec3f const* normals,
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unsigned int const *indices, size_t num_indices):
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bt_collision_shape_t(),
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m_normals(normals, normals + num_vertices),
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m_indices(indices, indices + num_indices)
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{
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m_volume = ::volume(vertices, (int*)indices, num_indices);
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m_center = center_of_mass(vertices, (int*)indices, num_indices);
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mat3x3f I = inertia(vertices, (int*)indices, num_indices, m_center);
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m_rotation = diagonalizer(I);
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mat3x3f Q, Qinv;
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q_to_mat(m_rotation, Q);
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q_to_mat(qconj(m_rotation), Qinv);
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//D = trans(Q) * I * Q;
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m_local_inertia = diag(prod(trans(Q), mat3x3f(prod(I, Q))));
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m_vertices.resize(num_vertices);
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for(size_t i = 0; i < m_vertices.size(); ++i) {
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m_vertices[i] = prod(Qinv, vertices[i] - m_center);
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}
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m_tiva.reset(new btTriangleIndexVertexArray(num_indices / 3, (int*)&(m_indices[0]), 3 * sizeof(unsigned int),
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num_vertices, (float*)&(m_vertices[0]), sizeof(vec3f)));
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btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(m_tiva.get());
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gimpactShape->setLocalScaling(btVector3(1.0f,1.0f,1.0f));
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gimpactShape->updateBound();
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set_shape(gimpactShape);
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// gimpactShape->setMargin(0.05);
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}
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void update()
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{
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btGImpactMeshShape *gi_shape = static_cast<btGImpactMeshShape*>(shape());
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//apply the scaling
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btVector3 const& scale = gi_shape->getLocalScaling();
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std::vector<vec3f> vertices(m_vertices.size());
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for(int i = 0; i < vertices.size(); ++i) {
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vertices[i] = vec3f(scale.x() * m_vertices[i][0], scale.y() * m_vertices[i][1], scale.z() * m_vertices[i][2]);
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}
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m_volume = ::volume(&(vertices[0]), (int*)&(m_indices[0]), (int)m_indices.size());
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mat3x3f I = inertia(&(vertices[0]), (int*)&(m_indices[0]), (int)m_indices.size(), vec3f(0, 0, 0));
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// std::cout << I << std::endl;
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//m_rotation = diagonalizer(I);
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//std::cout << rotation << std::endl;
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//the rotation shouldn't change from scaling
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mat3x3f Q, Qinv;
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q_to_mat(m_rotation, Q);
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q_to_mat(qconj(m_rotation), Qinv);
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//D = Q * I * trans(Q);
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m_local_inertia = diag(prod(trans(Q), mat3x3f(prod(I, Q))));
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}
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private:
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std::vector<vec3f> m_vertices;
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std::vector<vec3f> m_normals;
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std::vector<unsigned int> m_indices;
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shared_ptr<btTriangleIndexVertexArray> m_tiva;
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float m_volume;
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vec3f m_center;
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quatf m_rotation;
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vec3f m_local_inertia;
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};
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#endif
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