/* * 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.util; 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.TempVars; import java.util.Iterator; import java.util.List; /** * * @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 = new Mesh(); mesh = new Mesh(); DebugMeshCallback callback = new DebugMeshCallback(); getVertices(shape.getObjectId(), callback); mesh.setBuffer(Type.Position, 3, callback.getVertices()); mesh.getFloatBuffer(Type.Position).clear(); return mesh; } private static native void getVertices(long shapeId, DebugMeshCallback buffer); }