/* * Copyright (c) 2009-2012 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.collision.shapes; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.math.FastMath; import com.jme3.math.Vector3f; import com.jme3.scene.Mesh; import com.jme3.util.BufferUtils; import java.io.IOException; import java.nio.ByteBuffer; import java.util.logging.Level; import java.util.logging.Logger; /** * Uses Bullet Physics Heightfield terrain collision system. This is MUCH faster * than using a regular mesh. * There are a couple tricks though: * -No rotation or translation is supported. * -The collision bbox must be centered around 0,0,0 with the height above and below the y-axis being * equal on either side. If not, the whole collision box is shifted vertically and things don't collide * as they should. * * @author Brent Owens */ public class HeightfieldCollisionShape extends CollisionShape { protected int heightStickWidth; protected int heightStickLength; protected float[] heightfieldData; protected float heightScale; protected float minHeight; protected float maxHeight; protected int upAxis; protected boolean flipQuadEdges; protected ByteBuffer bbuf; // protected FloatBuffer fbuf; public HeightfieldCollisionShape() { } public HeightfieldCollisionShape(float[] heightmap) { createCollisionHeightfield(heightmap, Vector3f.UNIT_XYZ); } public HeightfieldCollisionShape(float[] heightmap, Vector3f scale) { createCollisionHeightfield(heightmap, scale); } protected void createCollisionHeightfield(float[] heightmap, Vector3f worldScale) { this.scale = worldScale; this.heightScale = 1;//don't change away from 1, we use worldScale instead to scale this.heightfieldData = heightmap; float min = heightfieldData[0]; float max = heightfieldData[0]; // calculate min and max height for (int i = 0; i < heightfieldData.length; i++) { if (heightfieldData[i] < min) { min = heightfieldData[i]; } if (heightfieldData[i] > max) { max = heightfieldData[i]; } } // we need to center the terrain collision box at 0,0,0 for BulletPhysics. And to do that we need to set the // min and max height to be equal on either side of the y axis, otherwise it gets shifted and collision is incorrect. if (max < 0) { max = -min; } else { if (Math.abs(max) > Math.abs(min)) { min = -max; } else { max = -min; } } this.minHeight = min; this.maxHeight = max; this.upAxis = 1; this.flipQuadEdges = false; heightStickWidth = (int) FastMath.sqrt(heightfieldData.length); heightStickLength = heightStickWidth; createShape(); } protected void createShape() { bbuf = BufferUtils.createByteBuffer(heightfieldData.length * 4); // fbuf = bbuf.asFloatBuffer();//FloatBuffer.wrap(heightfieldData); // fbuf.rewind(); // fbuf.put(heightfieldData); for (int i = 0; i < heightfieldData.length; i++) { float f = heightfieldData[i]; bbuf.putFloat(f); } // fbuf.rewind(); objectId = createShape(heightStickWidth, heightStickLength, bbuf, heightScale, minHeight, maxHeight, upAxis, flipQuadEdges); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId)); setScale(scale); setMargin(margin); } private native long createShape(int heightStickWidth, int heightStickLength, ByteBuffer heightfieldData, float heightScale, float minHeight, float maxHeight, int upAxis, boolean flipQuadEdges); public Mesh createJmeMesh() { //TODO return Converter.convert(bulletMesh); return null; } public void write(JmeExporter ex) throws IOException { super.write(ex); OutputCapsule capsule = ex.getCapsule(this); capsule.write(heightStickWidth, "heightStickWidth", 0); capsule.write(heightStickLength, "heightStickLength", 0); capsule.write(heightScale, "heightScale", 0); capsule.write(minHeight, "minHeight", 0); capsule.write(maxHeight, "maxHeight", 0); capsule.write(upAxis, "upAxis", 1); capsule.write(heightfieldData, "heightfieldData", new float[0]); capsule.write(flipQuadEdges, "flipQuadEdges", false); } public void read(JmeImporter im) throws IOException { super.read(im); InputCapsule capsule = im.getCapsule(this); heightStickWidth = capsule.readInt("heightStickWidth", 0); heightStickLength = capsule.readInt("heightStickLength", 0); heightScale = capsule.readFloat("heightScale", 0); minHeight = capsule.readFloat("minHeight", 0); maxHeight = capsule.readFloat("maxHeight", 0); upAxis = capsule.readInt("upAxis", 1); heightfieldData = capsule.readFloatArray("heightfieldData", new float[0]); flipQuadEdges = capsule.readBoolean("flipQuadEdges", false); createShape(); } }