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224 lines
9.8 KiB
224 lines
9.8 KiB
14 years ago
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet.util;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.bullet.collision.shapes.BoxCollisionShape;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
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import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
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import com.jme3.bullet.collision.shapes.HullCollisionShape;
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import com.jme3.bullet.collision.shapes.MeshCollisionShape;
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import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
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import com.jme3.math.Matrix3f;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.terrain.geomipmap.TerrainQuad;
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import java.util.Iterator;
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import java.util.LinkedList;
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/**
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*
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* @author normenhansen, tim8dev
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*/
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public class CollisionShapeFactory {
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private static CompoundCollisionShape createCompoundShape(
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Node rootNode, CompoundCollisionShape shape, boolean meshAccurate, boolean dynamic) {
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for (Spatial spatial : rootNode.getChildren()) {
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if (spatial instanceof Node) {
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createCompoundShape((Node) spatial, shape, meshAccurate, dynamic);
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} else if (spatial instanceof Geometry) {
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if (meshAccurate) {
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CollisionShape childShape = dynamic
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? createSingleDynamicMeshShape((Geometry) spatial)
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: createSingleMeshShape((Geometry) spatial);
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if (childShape != null) {
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shape.addChildShape(childShape,
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spatial.getWorldTranslation(),
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spatial.getWorldRotation().toRotationMatrix());
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}
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} else {
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shape.addChildShape(createSingleBoxShape(spatial),
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spatial.getWorldTranslation(),
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spatial.getWorldRotation().toRotationMatrix());
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}
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}
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}
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return shape;
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}
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private static CompoundCollisionShape createCompoundShape(
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Node rootNode, CompoundCollisionShape shape, boolean meshAccurate) {
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return createCompoundShape(rootNode, shape, meshAccurate, false);
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}
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/**
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* This type of collision shape is mesh-accurate and meant for immovable "world objects".
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* Examples include terrain, houses or whole shooter levels.<br>
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* Objects with "mesh" type collision shape will not collide with each other.
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*/
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private static CompoundCollisionShape createMeshCompoundShape(Node rootNode) {
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return createCompoundShape(rootNode, new CompoundCollisionShape(), true);
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}
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/**
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* This type of collision shape creates a CompoundShape made out of boxes that
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* are based on the bounds of the Geometries in the tree.
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* @param rootNode
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* @return
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*/
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private static CompoundCollisionShape createBoxCompoundShape(Node rootNode) {
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return createCompoundShape(rootNode, new CompoundCollisionShape(), false);
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}
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/**
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* This type of collision shape is mesh-accurate and meant for immovable "world objects".
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* Examples include terrain, houses or whole shooter levels.<br>
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* Objects with "mesh" type collision shape will not collide with each other.
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* @return A MeshCollisionShape or a CompoundCollisionShape with MeshCollisionShapes as children if the supplied spatial is a Node.
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*/
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public static CollisionShape createMeshShape(Spatial spatial) {
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if (spatial instanceof TerrainQuad) {
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TerrainQuad terrain = (TerrainQuad) spatial;
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return new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale());
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//BELOW: the old way, keeping it here for a little bit as a reference (and so it gets into version control so I can always access it)
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/*Map<TerrainPatch,Vector3f> all = new HashMap<TerrainPatch,Vector3f>();
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terrain.getAllTerrainPatchesWithTranslation(all, terrain.getLocalTranslation());
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Node node = new Node();
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for (Entry<TerrainPatch,Vector3f> entry : all.entrySet()) {
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TerrainPatch tp = entry.getKey();
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Vector3f trans = entry.getValue();
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PhysicsNode n = new PhysicsNode(new HeightfieldCollisionShape(tp.getHeightmap(), trans, tp.getLocalScale()), 0 );
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n.setLocalTranslation(trans);
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node.attachChild(n);
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}*/
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} else if (spatial instanceof Geometry) {
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return createSingleMeshShape((Geometry) spatial);
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} else if (spatial instanceof Node) {
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return createMeshCompoundShape((Node) spatial);
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} else {
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throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
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}
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}
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/**
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* This method creates a hull shape for the given Spatial.<br>
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* If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model.
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* @return A HullCollisionShape or a CompoundCollisionShape with HullCollisionShapes as children if the supplied spatial is a Node.
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*/
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public static CollisionShape createDynamicMeshShape(Spatial spatial) {
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if (spatial instanceof Geometry) {
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return createSingleDynamicMeshShape((Geometry) spatial);
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} else if (spatial instanceof Node) {
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return createCompoundShape((Node) spatial, new CompoundCollisionShape(), true, true);
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} else {
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throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
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}
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}
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public static CollisionShape createBoxShape(Spatial spatial) {
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if (spatial instanceof Geometry) {
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return createSingleBoxShape((Geometry) spatial);
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} else if (spatial instanceof Node) {
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return createBoxCompoundShape((Node) spatial);
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} else {
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throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
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}
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}
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/**
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* This type of collision shape is mesh-accurate and meant for immovable "world objects".
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* Examples include terrain, houses or whole shooter levels.<br>
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* Objects with "mesh" type collision shape will not collide with each other.
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*/
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public static MeshCollisionShape createSingleMeshShape(Geometry geom) {
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Mesh mesh = geom.getMesh();
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if (mesh != null) {
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MeshCollisionShape mColl = new MeshCollisionShape(mesh);
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mColl.setScale(geom.getWorldScale());
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return mColl;
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} else {
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return null;
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}
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}
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/**
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* Uses the bounding box of the supplied spatial to create a BoxCollisionShape
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* @param spatial
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* @return BoxCollisionShape with the size of the spatials BoundingBox
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*/
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public static BoxCollisionShape createSingleBoxShape(Spatial spatial) {
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spatial.setModelBound(new BoundingBox());
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BoxCollisionShape shape = new BoxCollisionShape(
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((BoundingBox) spatial.getWorldBound()).getExtent(new Vector3f()));
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return shape;
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}
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/**
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* This method creates a hull collision shape for the given mesh.<br>
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*/
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public static HullCollisionShape createSingleDynamicMeshShape(Geometry geom) {
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Mesh mesh = geom.getMesh();
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if (mesh != null) {
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HullCollisionShape dynamicShape = new HullCollisionShape(mesh);
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dynamicShape.setScale(geom.getWorldScale());
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return dynamicShape;
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} else {
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return null;
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}
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}
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/**
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* This method moves each child shape of a compound shape by the given vector
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* @param vector
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*/
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public static void shiftCompoundShapeContents(CompoundCollisionShape compoundShape, Vector3f vector) {
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for (Iterator<ChildCollisionShape> it = new LinkedList(compoundShape.getChildren()).iterator(); it.hasNext();) {
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ChildCollisionShape childCollisionShape = it.next();
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CollisionShape child = childCollisionShape.shape;
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Vector3f location = childCollisionShape.location;
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Matrix3f rotation = childCollisionShape.rotation;
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compoundShape.removeChildShape(child);
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compoundShape.addChildShape(child, location.add(vector), rotation);
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}
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}
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}
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