Added bounding box collision generation (not done)

git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@50 ea6a568a-9f4f-0410-981a-c910a81bb256
actorid
nkorslund 16 years ago
parent 6277c7f17c
commit 17a002f712

@ -242,13 +242,78 @@ extern "C" void bullet_getPlayerPos(float *x, float *y, float *z)
*z = g_playerPosition.getZ();
}
unsigned char* copyBuffer(void *buf, int elemSize, int len)
void* copyBuffer(void *buf, int elemSize, int len)
{
int size = elemSize * len;
void *res = malloc(size);
memcpy(res, buf, size);
return (unsigned char*)res;
return res;
}
// Define a cube with coordinates 0,0,0 - 1,1,1.
const float cube_verts[] =
{
0,0,0, 1,0,0, 0,1,0,
1,1,0, 0,0,1, 1,0,1,
0,1,1, 1,1,1
};
// Triangles of the cube. The orientation of each triange doesn't
// matter.
const short cube_tris[] =
{
// bottom side
0, 1, 2,
1, 2, 3,
// top side
4, 5, 6,
5, 6, 7,
// front side
0, 4, 5,
0, 1, 5,
// back side
2, 3, 7,
2, 6, 7,
// left side
0, 2, 4,
2, 4, 6,
// right side
1, 3, 5,
3, 5, 7
};
const int cube_num_verts = 8;
const int cube_num_tris = 12;
// Create a (trimesh) box with the given dimensions. Used for bounding
// boxes. TODO: I guess we have to use the NIF-specified bounding box
// for this, not our automatically calculated one.
extern "C" void bullet_createBox(float xmin, float ymin, float zmin,
float xmax, float ymax, float zmax,
float *trans, float *matrix)
{
// Make a copy of the vertex buffer, since we need to change it
float *vbuffer = (float*)copyBuffer(cube_verts, 12, cube_num_verts);
// Calculate the widths
float xwidth = xmax-xmin;
float ywidth = ymax-ymin;
float zwidth = zmax-zmin;
// Transform the cube to (xmin,xmax) etc
float *vb = vbuffer;
for(int i=0; i<cube_num_verts; i++)
{
*vb = (*vb)*xwidth + xmin; vb++;
*vb = (*vb)*ywidth + ymin; vb++;
*vb = (*vb)*zwidth + zmin; vb++;
}
// Insert the trimesh
createTriShape(cube_num_tris*3, cube_tris,
cube_num_verts, vbuffer,
trans, matrix);
}
// Create a triangle shape and insert it into the current index/vertex
@ -259,6 +324,16 @@ extern "C" void bullet_createTriShape(int32_t numFaces,
void *vertArray,
float *trans,
float *matrix)
{
createTriShape(numFaces, copyBuffer(triArray, 2, numFaces)
numVerts, copyBuffer(vertArray, 12, numVerts),
trans, matrix);
}
// Internal version that does not copy buffers
void createTriShape(int32_t numFaces, void *triArray,
int32_t numVerts, void *vertArray,
float *trans, float *matrix)
{
// This struct holds the index and vertex buffers of a single
// trimesh.
@ -268,15 +343,15 @@ extern "C" void bullet_createTriShape(int32_t numFaces,
int numTriangles = numFaces / 3;
im.m_numTriangles = numTriangles;
im.m_triangleIndexStride = 6; // 3 indices * 2 bytes per short
im.m_triangleIndexBase = copyBuffer(triArray, 6, numTriangles);
im.m_triangleIndexBase = (unsigned char*)triArray;
// Set up the vertices
im.m_numVertices = numVerts;
im.m_vertexStride = 12; // 4 bytes per float * 3 floats per vertex
im.m_vertexBase = copyBuffer(vertArray, 12, numVerts);
im.m_vertexBase = (unsigned char*)vertArray;
// Transform all the vertex values according to 'trans' and 'matrix'
float *vb = (float*) im.m_vertexBase;
// Transform vertex values in vb according to 'trans' and 'matrix'
float *vb = (float*)im.m_vertexBase;
for(int i=0; i<numVerts; i++)
{
float x,y,z;
@ -342,44 +417,6 @@ extern "C" void bullet_insertStatic(btCollisionShape *shape,
g_dynamicsWorld->addCollisionObject(obj);
}
/*
// Insert a debug collision shape
extern "C" void bullet_insertBox(float x, float y, float z)
{
btCollisionShape* groundShape =
new btSphereShape(50);
//new btBoxShape(btVector3(100,100,100));
// Create a motion state to hold the object (not sure why yet.)
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(x,y,z));
// Use a simple collision object for static objects
btCollisionObject *obj = new btCollisionObject();
obj->setCollisionShape(groundShape);
obj->setWorldTransform(groundTransform);
g_dynamicsWorld->addCollisionObject(obj);
// You can also use a rigid body with a motion state, but this is
// overkill for statics.
/*
btDefaultMotionState* myMotionState =
new btDefaultMotionState(groundTransform);
// Create a rigid body from the motion state. Give it zero mass and
// zero inertia.
btRigidBody::btRigidBodyConstructionInfo
rbInfo(0, myMotionState, groundShape, btVector3(0,0,0));
btRigidBody* body = new btRigidBody(rbInfo);
// Add the body to the world
g_dynamicsWorld->addRigidBody(body);
*/
//}
// Move the physics simulation 'delta' seconds forward in time
extern "C" void bullet_timeStep(float delta)
{

@ -49,7 +49,12 @@ btVector3 perpComponent (const btVector3& direction, const btVector3& normal)
btManifoldArray manifoldArray;
// Callback used for collision detection sweep tests. It prevents self
// collision and is used in calls to convexSweepTest().
// collision and is used in calls to convexSweepTest(). TODO: It might
// be enough to just set the filters on this. If we set the group and
// mask so that we only collide with static objects, self collision
// would never happen. The sweep test function should have had a
// version where you only specify the filters - I might add that
// myself.
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:

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