• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.bullet.util;
33 
34 import com.jme3.bounding.BoundingBox;
35 import com.jme3.bullet.collision.shapes.*;
36 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
37 import com.jme3.math.Matrix3f;
38 import com.jme3.math.Transform;
39 import com.jme3.math.Vector3f;
40 import com.jme3.scene.*;
41 import com.jme3.terrain.geomipmap.TerrainPatch;
42 import com.jme3.terrain.geomipmap.TerrainQuad;
43 import java.util.Iterator;
44 import java.util.LinkedList;
45 
46 /**
47  *
48  * @author normenhansen, tim8dev
49  */
50 public class CollisionShapeFactory {
51 
52     /**
53      * returns the correct transform for a collisionshape in relation
54      * to the ancestor for which the collisionshape is generated
55      * @param spat
56      * @param parent
57      * @return
58      */
getTransform(Spatial spat, Spatial parent)59     private static Transform getTransform(Spatial spat, Spatial parent) {
60         Transform shapeTransform = new Transform();
61         Spatial parentNode = spat.getParent() != null ? spat.getParent() : spat;
62         Spatial currentSpatial = spat;
63         //if we have parents combine their transforms
64         while (parentNode != null) {
65             if (parent == currentSpatial) {
66                 //real parent -> only apply scale, not transform
67                 Transform trans = new Transform();
68                 trans.setScale(currentSpatial.getLocalScale());
69                 shapeTransform.combineWithParent(trans);
70                 parentNode = null;
71             } else {
72                 shapeTransform.combineWithParent(currentSpatial.getLocalTransform());
73                 parentNode = currentSpatial.getParent();
74                 currentSpatial = parentNode;
75             }
76         }
77         return shapeTransform;
78     }
79 
createCompoundShape(Node realRootNode, Node rootNode, CompoundCollisionShape shape, boolean meshAccurate, boolean dynamic)80     private static CompoundCollisionShape createCompoundShape(Node realRootNode,
81             Node rootNode, CompoundCollisionShape shape, boolean meshAccurate, boolean dynamic) {
82         for (Spatial spatial : rootNode.getChildren()) {
83             if (spatial instanceof TerrainQuad) {
84                 Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
85                 if (bool != null && bool.booleanValue()) {
86                     continue; // go to the next child in the loop
87                 }
88                 TerrainQuad terrain = (TerrainQuad) spatial;
89                 Transform trans = getTransform(spatial, realRootNode);
90                 shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), trans.getScale()),
91                         trans.getTranslation(),
92                         trans.getRotation().toRotationMatrix());
93             } else if (spatial instanceof Node) {
94                 createCompoundShape(realRootNode, (Node) spatial, shape, meshAccurate, dynamic);
95             } else if (spatial instanceof TerrainPatch) {
96                 Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
97                 if (bool != null && bool.booleanValue()) {
98                     continue; // go to the next child in the loop
99                 }
100                 TerrainPatch terrain = (TerrainPatch) spatial;
101                 Transform trans = getTransform(spatial, realRootNode);
102                 shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale()),
103                         trans.getTranslation(),
104                         trans.getRotation().toRotationMatrix());
105             } else if (spatial instanceof Geometry) {
106                 Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
107                 if (bool != null && bool.booleanValue()) {
108                     continue; // go to the next child in the loop
109                 }
110 
111                 if (meshAccurate) {
112                     CollisionShape childShape = dynamic
113                             ? createSingleDynamicMeshShape((Geometry) spatial, realRootNode)
114                             : createSingleMeshShape((Geometry) spatial, realRootNode);
115                     if (childShape != null) {
116                         Transform trans = getTransform(spatial, realRootNode);
117                         shape.addChildShape(childShape,
118                                 trans.getTranslation(),
119                                 trans.getRotation().toRotationMatrix());
120                     }
121                 } else {
122                     Transform trans = getTransform(spatial, realRootNode);
123                     shape.addChildShape(createSingleBoxShape(spatial, realRootNode),
124                             trans.getTranslation(),
125                             trans.getRotation().toRotationMatrix());
126                 }
127             }
128         }
129         return shape;
130     }
131 
createCompoundShape( Node rootNode, CompoundCollisionShape shape, boolean meshAccurate)132     private static CompoundCollisionShape createCompoundShape(
133             Node rootNode, CompoundCollisionShape shape, boolean meshAccurate) {
134         return createCompoundShape(rootNode, rootNode, shape, meshAccurate, false);
135     }
136 
137     /**
138      * This type of collision shape is mesh-accurate and meant for immovable "world objects".
139      * Examples include terrain, houses or whole shooter levels.<br>
140      * Objects with "mesh" type collision shape will not collide with each other.
141      */
createMeshCompoundShape(Node rootNode)142     private static CompoundCollisionShape createMeshCompoundShape(Node rootNode) {
143         return createCompoundShape(rootNode, new CompoundCollisionShape(), true);
144     }
145 
146     /**
147      * This type of collision shape creates a CompoundShape made out of boxes that
148      * are based on the bounds of the Geometries  in the tree.
149      * @param rootNode
150      * @return
151      */
createBoxCompoundShape(Node rootNode)152     private static CompoundCollisionShape createBoxCompoundShape(Node rootNode) {
153         return createCompoundShape(rootNode, new CompoundCollisionShape(), false);
154     }
155 
156     /**
157      * This type of collision shape is mesh-accurate and meant for immovable "world objects".
158      * Examples include terrain, houses or whole shooter levels.<br/>
159      * Objects with "mesh" type collision shape will not collide with each other.<br/>
160      * Creates a HeightfieldCollisionShape if the supplied spatial is a TerrainQuad.
161      * @return A MeshCollisionShape or a CompoundCollisionShape with MeshCollisionShapes as children if the supplied spatial is a Node. A HeightieldCollisionShape if a TerrainQuad was supplied.
162      */
createMeshShape(Spatial spatial)163     public static CollisionShape createMeshShape(Spatial spatial) {
164         if (spatial instanceof TerrainQuad) {
165             TerrainQuad terrain = (TerrainQuad) spatial;
166             return new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale());
167         } else if (spatial instanceof TerrainPatch) {
168             TerrainPatch terrain = (TerrainPatch) spatial;
169             return new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale());
170         } else if (spatial instanceof Geometry) {
171             return createSingleMeshShape((Geometry) spatial, spatial);
172         } else if (spatial instanceof Node) {
173             return createMeshCompoundShape((Node) spatial);
174         } else {
175             throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
176         }
177     }
178 
179     /**
180      * This method creates a hull shape for the given Spatial.<br>
181      * If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model.
182      * @return A HullCollisionShape or a CompoundCollisionShape with HullCollisionShapes as children if the supplied spatial is a Node.
183      */
createDynamicMeshShape(Spatial spatial)184     public static CollisionShape createDynamicMeshShape(Spatial spatial) {
185         if (spatial instanceof Geometry) {
186             return createSingleDynamicMeshShape((Geometry) spatial, spatial);
187         } else if (spatial instanceof Node) {
188             return createCompoundShape((Node) spatial, (Node) spatial, new CompoundCollisionShape(), true, true);
189         } else {
190             throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
191         }
192 
193     }
194 
createBoxShape(Spatial spatial)195     public static CollisionShape createBoxShape(Spatial spatial) {
196         if (spatial instanceof Geometry) {
197             return createSingleBoxShape((Geometry) spatial, spatial);
198         } else if (spatial instanceof Node) {
199             return createBoxCompoundShape((Node) spatial);
200         } else {
201             throw new IllegalArgumentException("Supplied spatial must either be Node or Geometry!");
202         }
203     }
204 
205     /**
206      * This type of collision shape is mesh-accurate and meant for immovable "world objects".
207      * Examples include terrain, houses or whole shooter levels.<br>
208      * Objects with "mesh" type collision shape will not collide with each other.
209      */
createSingleMeshShape(Geometry geom, Spatial parent)210     private static MeshCollisionShape createSingleMeshShape(Geometry geom, Spatial parent) {
211         Mesh mesh = geom.getMesh();
212         Transform trans = getTransform(geom, parent);
213         if (mesh != null) {
214             MeshCollisionShape mColl = new MeshCollisionShape(mesh);
215             mColl.setScale(trans.getScale());
216             return mColl;
217         } else {
218             return null;
219         }
220     }
221 
222     /**
223      * Uses the bounding box of the supplied spatial to create a BoxCollisionShape
224      * @param spatial
225      * @return BoxCollisionShape with the size of the spatials BoundingBox
226      */
createSingleBoxShape(Spatial spatial, Spatial parent)227     private static BoxCollisionShape createSingleBoxShape(Spatial spatial, Spatial parent) {
228         spatial.setModelBound(new BoundingBox());
229         //TODO: using world bound here instead of "local world" bound...
230         BoxCollisionShape shape = new BoxCollisionShape(
231                 ((BoundingBox) spatial.getWorldBound()).getExtent(new Vector3f()));
232         return shape;
233     }
234 
235     /**
236      * This method creates a hull collision shape for the given mesh.<br>
237      */
createSingleDynamicMeshShape(Geometry geom, Spatial parent)238     private static HullCollisionShape createSingleDynamicMeshShape(Geometry geom, Spatial parent) {
239         Mesh mesh = geom.getMesh();
240         Transform trans = getTransform(geom, parent);
241         if (mesh != null) {
242             HullCollisionShape dynamicShape = new HullCollisionShape(mesh);
243             dynamicShape.setScale(trans.getScale());
244             return dynamicShape;
245         } else {
246             return null;
247         }
248     }
249 
250     /**
251      * This method moves each child shape of a compound shape by the given vector
252      * @param vector
253      */
shiftCompoundShapeContents(CompoundCollisionShape compoundShape, Vector3f vector)254     public static void shiftCompoundShapeContents(CompoundCollisionShape compoundShape, Vector3f vector) {
255         for (Iterator<ChildCollisionShape> it = new LinkedList(compoundShape.getChildren()).iterator(); it.hasNext();) {
256             ChildCollisionShape childCollisionShape = it.next();
257             CollisionShape child = childCollisionShape.shape;
258             Vector3f location = childCollisionShape.location;
259             Matrix3f rotation = childCollisionShape.rotation;
260             compoundShape.removeChildShape(child);
261             compoundShape.addChildShape(child, location.add(vector), rotation);
262         }
263     }
264 }
265