// // ShapeFactory.cpp // libraries/physcis/src // // Created by Andrew Meadows 2014.12.01 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include // for MILLIMETERS_PER_METER #include "ShapeFactory.h" #include "BulletUtil.h" btConvexHullShape* ShapeFactory::createConvexHull(const QVector& points) { assert(points.size() > 0); btConvexHullShape* hull = new btConvexHullShape(); glm::vec3 center = points[0]; glm::vec3 maxCorner = center; glm::vec3 minCorner = center; for (int i = 1; i < points.size(); i++) { center += points[i]; maxCorner = glm::max(maxCorner, points[i]); minCorner = glm::min(minCorner, points[i]); } center /= (float)(points.size()); float margin = hull->getMargin(); // Bullet puts "margins" around all the collision shapes. This can cause objects that use ConvexHull shapes // to have visible gaps between them and the surface they touch. One option is to reduce the size of the margin // but this can reduce the performance and stability of the simulation (e.g. the GJK algorithm will fail to provide // nearest contact points and narrow-phase collisions will fall into more expensive code paths). Alternatively // one can shift the geometry of the shape to make the margin surface approximately close to the visible surface. // This is the strategy we try, but if the object is too small then we start to reduce the margin down to some minimum. const float MIN_MARGIN = 0.01f; glm::vec3 diagonal = maxCorner - minCorner; float smallestDimension = glm::min(diagonal[0], diagonal[1]); smallestDimension = glm::min(smallestDimension, diagonal[2]); const float MIN_DIMENSION = 2.0f * MIN_MARGIN + 0.001f; if (smallestDimension < MIN_DIMENSION) { for (int i = 0; i < 3; ++i) { if (diagonal[i] < MIN_DIMENSION) { diagonal[i] = MIN_DIMENSION; } } smallestDimension = MIN_DIMENSION; } margin = glm::min(glm::max(0.5f * smallestDimension, MIN_MARGIN), margin); hull->setMargin(margin); // add the points, correcting for margin glm::vec3 relativeScale = (diagonal - glm::vec3(2.0f * margin)) / diagonal; glm::vec3 correctedPoint; for (int i = 0; i < points.size(); ++i) { correctedPoint = (points[i] - center) * relativeScale + center; hull->addPoint(btVector3(correctedPoint[0], correctedPoint[1], correctedPoint[2]), false); } hull->recalcLocalAabb(); return hull; } btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info) { btCollisionShape* shape = NULL; int type = info.getType(); switch(type) { case SHAPE_TYPE_BOX: { shape = new btBoxShape(glmToBullet(info.getHalfExtents())); } break; case SHAPE_TYPE_SPHERE: { float radius = info.getHalfExtents().x; shape = new btSphereShape(radius); } break; case SHAPE_TYPE_CAPSULE_Y: { glm::vec3 halfExtents = info.getHalfExtents(); float radius = halfExtents.x; float height = 2.0f * halfExtents.y; shape = new btCapsuleShape(radius, height); } break; case SHAPE_TYPE_COMPOUND: { const QVector>& points = info.getPoints(); uint32_t numSubShapes = info.getNumSubShapes(); if (numSubShapes == 1) { shape = createConvexHull(info.getPoints()[0]); } else { assert(numSubShapes > 1); auto compound = new btCompoundShape(); btTransform trans; trans.setIdentity(); foreach (QVector hullPoints, points) { btConvexHullShape* hull = createConvexHull(hullPoints); compound->addChildShape (trans, hull); } shape = compound; } } break; } if (shape && type != SHAPE_TYPE_COMPOUND) { if (glm::length2(info.getOffset()) > MIN_SHAPE_OFFSET * MIN_SHAPE_OFFSET) { // this shape has an offset, which we support by wrapping the true shape // in a btCompoundShape with a local transform auto compound = new btCompoundShape(); btTransform trans; trans.setIdentity(); trans.setOrigin(glmToBullet(info.getOffset())); compound->addChildShape(trans, shape); shape = compound; } } return shape; }