Package com.bulletphysics.extras.gimpact

Source Code of com.bulletphysics.extras.gimpact.GImpactMeshShapePart

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* This source file is part of GIMPACT Library.
*
* For the latest info, see http://gimpact.sourceforge.net/
*
* Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
* email: projectileman@yahoo.com
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
*    claim that you wrote the original software. If you use this software
*    in a product, an acknowledgment in the product documentation would be
*    appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
*    misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package com.bulletphysics.extras.gimpact;

import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.collision.shapes.StridingMeshInterface;
import com.bulletphysics.collision.shapes.TriangleCallback;
import com.bulletphysics.extras.gimpact.BoxCollision.AABB;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.util.IntArrayList;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;

/**
* This class manages a sub part of a mesh supplied by the StridingMeshInterface interface.<p>
*
* - Simply create this shape by passing the StridingMeshInterface to the constructor
*   GImpactMeshShapePart, then you must call updateBound() after creating the mesh<br>
* - When making operations with this shape, you must call <b>lock</b> before accessing
*   to the trimesh primitives, and then call <b>unlock</b><br>
* - You can handle deformable meshes with this shape, by calling postUpdate() every time
*   when changing the mesh vertices.
*
* @author jezek2
*/
public class GImpactMeshShapePart extends GImpactShapeInterface {

  TrimeshPrimitiveManager primitive_manager = new TrimeshPrimitiveManager();
 
  private final IntArrayList collided = new IntArrayList();
 
  public GImpactMeshShapePart() {
    box_set.setPrimitiveManager(primitive_manager);
  }

  public GImpactMeshShapePart(StridingMeshInterface meshInterface, int part) {
    primitive_manager.meshInterface = meshInterface;
    primitive_manager.part = part;
    box_set.setPrimitiveManager(primitive_manager);
  }

  @Override
  public boolean childrenHasTransform() {
    return false;
  }

  @Override
  public void lockChildShapes() {
    TrimeshPrimitiveManager dummymanager = (TrimeshPrimitiveManager) box_set.getPrimitiveManager();
    dummymanager.lock();
  }

  @Override
  public void unlockChildShapes() {
    TrimeshPrimitiveManager dummymanager = (TrimeshPrimitiveManager) box_set.getPrimitiveManager();
    dummymanager.unlock();
  }

  @Override
  public int getNumChildShapes() {
    return primitive_manager.get_primitive_count();
  }

  @Override
  public CollisionShape getChildShape(int index) {
    assert (false);
    return null;
  }

  @Override
  public Transform getChildTransform(int index) {
    assert (false);
    return null;
  }

  @Override
  public void setChildTransform(int index, Transform transform) {
    assert (false);
  }

  @Override
  PrimitiveManagerBase getPrimitiveManager() {
    return primitive_manager;
  }
 
  TrimeshPrimitiveManager getTrimeshPrimitiveManager() {
    return primitive_manager;
  }

  @Override
  public void calculateLocalInertia(float mass, Vector3f inertia) {
    lockChildShapes();
   
    //#define CALC_EXACT_INERTIA 1
    //#ifdef CALC_EXACT_INERTIA
    inertia.set(0f, 0f, 0f);

    int i = getVertexCount();
    float pointmass = mass / (float)i;

    Vector3f pointintertia = Stack.alloc(Vector3f.class);

    while ((i--) != 0) {
      getVertex(i, pointintertia);
      GImpactMassUtil.get_point_inertia(pointintertia, pointmass, pointintertia);
      inertia.add(pointintertia);
    }

    //#else
    //
    //// Calc box inertia
    //
    //float lx= localAABB.max.x - localAABB.min.x;
    //float ly= localAABB.max.y - localAABB.min.y;
    //float lz= localAABB.max.z - localAABB.min.z;
    //float x2 = lx*lx;
    //float y2 = ly*ly;
    //float z2 = lz*lz;
    //float scaledmass = mass * 0.08333333f;
    //
    //inertia.set(y2+z2,x2+z2,x2+y2);
    //inertia.scale(scaledmass);
    //
    //#endif
    unlockChildShapes();
  }

  @Override
  public String getName() {
    return "GImpactMeshShapePart";
  }
 
  @Override
  ShapeType getGImpactShapeType() {
    return ShapeType.TRIMESH_SHAPE_PART;
  }

  @Override
  public boolean needsRetrieveTriangles() {
    return true;
  }

  @Override
  public boolean needsRetrieveTetrahedrons() {
    return false;
  }

  @Override
  public void getBulletTriangle(int prim_index, TriangleShapeEx triangle) {
    primitive_manager.get_bullet_triangle(prim_index, triangle);
  }

  @Override
  void getBulletTetrahedron( int prim_index, TetrahedronShapeEx tetrahedron) {
    assert (false);
  }

  public int getVertexCount() {
    return primitive_manager.get_vertex_count();
  }

  public void getVertex(int vertex_index, Vector3f vertex) {
    primitive_manager.get_vertex(vertex_index, vertex);
  }

  @Override
  public void setMargin(float margin) {
    primitive_manager.margin = margin;
    postUpdate();
  }

  @Override
  public float getMargin() {
    return primitive_manager.margin;
  }

  @Override
  public void setLocalScaling(Vector3f scaling) {
    primitive_manager.scale.set(scaling);
    postUpdate();
  }

  @Override
  public Vector3f getLocalScaling(Vector3f out) {
    out.set(primitive_manager.scale);
    return out;
  }

  public int getPart() {
    return primitive_manager.part;
  }

  @Override
  public void processAllTriangles(TriangleCallback callback, Vector3f aabbMin, Vector3f aabbMax) {
    lockChildShapes();
    AABB box = Stack.alloc(AABB.class);
    box.min.set(aabbMin);
    box.max.set(aabbMax);

    collided.clear();
    box_set.boxQuery(box, collided);

    if (collided.size() == 0) {
      unlockChildShapes();
      return;
    }

    int part = getPart();
    PrimitiveTriangle triangle = Stack.alloc(PrimitiveTriangle.class);
    int i = collided.size();
    while ((i--) != 0) {
      getPrimitiveTriangle(collided.get(i), triangle);
      callback.processTriangle(triangle.vertices, part, collided.get(i));
    }
    unlockChildShapes();
  }
 
}
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