/* * 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.bulletphysics.collision.shapes.ConcaveShape; import com.bulletphysics.collision.shapes.ConvexShape; import com.bulletphysics.collision.shapes.ShapeHull; import com.bulletphysics.collision.shapes.TriangleCallback; import com.bulletphysics.util.IntArrayList; 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.BufferUtils; import com.jme3.util.TempVars; import java.nio.FloatBuffer; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import javax.vecmath.Vector3f; /** * * @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 = null; if (shape.getCShape() instanceof ConvexShape) { mesh = new Mesh(); mesh.setBuffer(Type.Position, 3, getVertices((ConvexShape) shape.getCShape())); mesh.getFloatBuffer(Type.Position).clear(); } else if (shape.getCShape() instanceof ConcaveShape) { mesh = new Mesh(); mesh.setBuffer(Type.Position, 3, getVertices((ConcaveShape) shape.getCShape())); mesh.getFloatBuffer(Type.Position).clear(); } return mesh; } /** * Constructs the buffer for the vertices of the concave shape. * * @param concaveShape the shape to get the vertices for / from. * @return the shape as stored by the given broadphase rigid body. */ private static FloatBuffer getVertices(ConcaveShape concaveShape) { // Create the call back that'll create the vertex buffer BufferedTriangleCallback triangleProcessor = new BufferedTriangleCallback(); concaveShape.processAllTriangles(triangleProcessor, aabbMin, aabbMax); // Retrieve the vextex and index buffers return triangleProcessor.getVertices(); } /** * Processes the given convex shape to retrieve a correctly ordered FloatBuffer to * construct the shape from with a TriMesh. * * @param convexShape the shape to retreieve the vertices from. * @return the vertices as a FloatBuffer, ordered as Triangles. */ private static FloatBuffer getVertices(ConvexShape convexShape) { // Check there is a hull shape to render if (convexShape.getUserPointer() == null) { // create a hull approximation ShapeHull hull = new ShapeHull(convexShape); float margin = convexShape.getMargin(); hull.buildHull(margin); convexShape.setUserPointer(hull); } // Assert state - should have a pointer to a hull (shape) that'll be drawn assert convexShape.getUserPointer() != null : "Should have a shape for the userPointer, instead got null"; ShapeHull hull = (ShapeHull) convexShape.getUserPointer(); // Assert we actually have a shape to render assert hull.numTriangles() > 0 : "Expecting the Hull shape to have triangles"; int numberOfTriangles = hull.numTriangles(); // The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of triangles) * (size of float in bytes) final int numberOfFloats = 3 * 3 * numberOfTriangles; FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats); // Force the limit, set the cap - most number of floats we will use the buffer for vertices.limit(numberOfFloats); // Loop variables final IntArrayList hullIndicies = hull.getIndexPointer(); final List<Vector3f> hullVertices = hull.getVertexPointer(); Vector3f vertexA, vertexB, vertexC; int index = 0; for (int i = 0; i < numberOfTriangles; i++) { // Grab the data for this triangle from the hull vertexA = hullVertices.get(hullIndicies.get(index++)); vertexB = hullVertices.get(hullIndicies.get(index++)); vertexC = hullVertices.get(hullIndicies.get(index++)); // Put the verticies into the vertex buffer vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z); vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z); vertices.put(vertexC.x).put(vertexC.y).put(vertexC.z); } vertices.clear(); return vertices; } } /** * A callback is used to process the triangles of the shape as there is no direct access to a concave shapes, shape. * <p/> * The triangles are simply put into a list (which in extreme condition will cause memory problems) then put into a direct buffer. * * @author CJ Hare */ class BufferedTriangleCallback extends TriangleCallback { private ArrayList<Vector3f> vertices; public BufferedTriangleCallback() { vertices = new ArrayList<Vector3f>(); } @Override public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) { // Three sets of individual lines // The new Vector is needed as the given triangle reference is from a pool vertices.add(new Vector3f(triangle[0])); vertices.add(new Vector3f(triangle[1])); vertices.add(new Vector3f(triangle[2])); } /** * Retrieves the vertices from the Triangle buffer. */ public FloatBuffer getVertices() { // There are 3 floats needed for each vertex (x,y,z) final int numberOfFloats = vertices.size() * 3; FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(numberOfFloats); // Force the limit, set the cap - most number of floats we will use the buffer for verticesBuffer.limit(numberOfFloats); // Copy the values from the list to the direct float buffer for (Vector3f v : vertices) { verticesBuffer.put(v.x).put(v.y).put(v.z); } vertices.clear(); return verticesBuffer; } }