overte/libraries/physics/src/ShapeFactory.cpp
2015-07-22 15:06:10 -07:00

123 lines
4.7 KiB
C++

//
// 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 <glm/gtx/norm.hpp>
#include <SharedUtil.h> // for MILLIMETERS_PER_METER
#include "ShapeFactory.h"
#include "BulletUtil.h"
btConvexHullShape* ShapeFactory::createConvexHull(const QVector<glm::vec3>& 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<QVector<glm::vec3>>& 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<glm::vec3> 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;
}