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Auto-generate the collision shape for native mesh formats
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8cf57ef6ac
commit
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3 changed files with 102 additions and 8 deletions
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@ -605,7 +605,7 @@ namespace MWPhysics
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// ---------------------------------------------------------------
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PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode)
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: mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS()))
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: mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS(), resourceSystem->getSceneManager()))
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, mDebugDrawEnabled(false)
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, mTimeAccum(0.0f)
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, mWaterHeight(0)
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@ -1,16 +1,99 @@
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#include "bulletshapemanager.hpp"
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#include <osg/NodeVisitor>
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#include <osg/Geode>
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#include <osg/TriangleFunctor>
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#include <BulletCollision/CollisionShapes/btTriangleMesh.h>
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#include <components/vfs/manager.hpp>
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#include <components/nifbullet/bulletnifloader.hpp>
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#include "bulletshape.hpp"
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#include "scenemanager.hpp"
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namespace Resource
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{
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BulletShapeManager::BulletShapeManager(const VFS::Manager* vfs)
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struct GetTriangleFunctor
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{
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GetTriangleFunctor()
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: mTriMesh(NULL)
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{
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}
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void setTriMesh(btTriangleMesh* triMesh)
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{
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mTriMesh = triMesh;
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}
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void setMatrix(const osg::Matrixf& matrix)
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{
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mMatrix = matrix;
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}
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inline btVector3 toBullet(const osg::Vec3f& vec)
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{
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return btVector3(vec.x(), vec.y(), vec.z());
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}
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void inline operator()( const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3, bool _temp )
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{
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if (mTriMesh)
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mTriMesh->addTriangle( toBullet(mMatrix.preMult(v1)), toBullet(mMatrix.preMult(v2)), toBullet(mMatrix.preMult(v3)));
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}
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btTriangleMesh* mTriMesh;
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osg::Matrixf mMatrix;
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};
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/// Creates a BulletShape out of a Node hierarchy.
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class NodeToShapeVisitor : public osg::NodeVisitor
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{
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public:
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NodeToShapeVisitor()
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mTriangleMesh(NULL)
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{
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}
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virtual void apply(osg::Geode& geode)
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{
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for (unsigned int i=0; i<geode.getNumDrawables(); ++i)
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apply(*geode.getDrawable(i));
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}
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virtual void apply(osg::Drawable &drawable)
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{
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if (!mTriangleMesh)
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mTriangleMesh = new btTriangleMesh;
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osg::Matrixf worldMat = osg::computeLocalToWorld(getNodePath());
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osg::TriangleFunctor<GetTriangleFunctor> functor;
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functor.setTriMesh(mTriangleMesh);
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functor.setMatrix(worldMat);
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drawable.accept(functor);
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}
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osg::ref_ptr<BulletShape> getShape()
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{
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osg::ref_ptr<BulletShape> shape (new BulletShape);
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TriangleMeshShape* meshShape = new TriangleMeshShape(mTriangleMesh, true);
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shape->mCollisionShape = meshShape;
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mTriangleMesh = NULL;
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return shape;
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}
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private:
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btTriangleMesh* mTriangleMesh;
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};
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BulletShapeManager::BulletShapeManager(const VFS::Manager* vfs, SceneManager* sceneMgr)
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: mVFS(vfs)
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, mSceneManager(sceneMgr)
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{
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}
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@ -37,12 +120,22 @@ osg::ref_ptr<BulletShapeInstance> BulletShapeManager::createInstance(const std::
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if (extPos != std::string::npos && extPos+1 < normalized.size())
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ext = normalized.substr(extPos+1);
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if (ext != "nif")
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return NULL;
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if (ext == "nif")
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{
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NifBullet::BulletNifLoader loader;
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// might be worth sharing NIFFiles with SceneManager in some way
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shape = loader.load(Nif::NIFFilePtr(new Nif::NIFFile(file, normalized)));
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}
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else
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{
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// TODO: support .bullet shape files
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NifBullet::BulletNifLoader loader;
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// might be worth sharing NIFFiles with SceneManager in some way
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shape = loader.load(Nif::NIFFilePtr(new Nif::NIFFile(file, normalized)));
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osg::ref_ptr<const osg::Node> constNode (mSceneManager->getTemplate(normalized));
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osg::ref_ptr<osg::Node> node (const_cast<osg::Node*>(constNode.get())); // const-trickery required because there is no const version of NodeVisitor
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NodeToShapeVisitor visitor;
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node->accept(visitor);
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shape = visitor.getShape();
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}
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mIndex[normalized] = shape;
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}
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@ -23,13 +23,14 @@ namespace Resource
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class BulletShapeManager
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{
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public:
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BulletShapeManager(const VFS::Manager* vfs);
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BulletShapeManager(const VFS::Manager* vfs, SceneManager* sceneMgr);
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~BulletShapeManager();
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osg::ref_ptr<BulletShapeInstance> createInstance(const std::string& name);
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private:
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const VFS::Manager* mVFS;
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SceneManager* mSceneManager;
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typedef std::map<std::string, osg::ref_ptr<BulletShape> > Index;
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Index mIndex;
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