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