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32 package com.jme3.bullet.util;
33 
34 import com.bulletphysics.collision.shapes.ConcaveShape;
35 import com.bulletphysics.collision.shapes.ConvexShape;
36 import com.bulletphysics.collision.shapes.ShapeHull;
37 import com.bulletphysics.collision.shapes.TriangleCallback;
38 import com.bulletphysics.util.IntArrayList;
39 import com.jme3.bullet.collision.shapes.CollisionShape;
40 import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
41 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
42 import com.jme3.math.Matrix3f;
43 import com.jme3.scene.Geometry;
44 import com.jme3.scene.Mesh;
45 import com.jme3.scene.Node;
46 import com.jme3.scene.Spatial;
47 import com.jme3.scene.VertexBuffer.Type;
48 import com.jme3.util.BufferUtils;
49 import com.jme3.util.TempVars;
50 import java.nio.FloatBuffer;
51 import java.util.ArrayList;
52 import java.util.Iterator;
53 import java.util.List;
54 import javax.vecmath.Vector3f;
55 
56 /**
57  *
58  * @author CJ Hare, normenhansen
59  */
60 public class DebugShapeFactory {
61 
62     /** The maximum corner for the aabb used for triangles to include in ConcaveShape processing.*/
63     private static final Vector3f aabbMax = new Vector3f(1e30f, 1e30f, 1e30f);
64     /** The minimum corner for the aabb used for triangles to include in ConcaveShape processing.*/
65     private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);
66 
67     /**
68      * Creates a debug shape from the given collision shape. This is mostly used internally.<br>
69      * To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
70      * @param collisionShape
71      * @return
72      */
getDebugShape(CollisionShape collisionShape)73     public static Spatial getDebugShape(CollisionShape collisionShape) {
74         if (collisionShape == null) {
75             return null;
76         }
77         Spatial debugShape;
78         if (collisionShape instanceof CompoundCollisionShape) {
79             CompoundCollisionShape shape = (CompoundCollisionShape) collisionShape;
80             List<ChildCollisionShape> children = shape.getChildren();
81             Node node = new Node("DebugShapeNode");
82             for (Iterator<ChildCollisionShape> it = children.iterator(); it.hasNext();) {
83                 ChildCollisionShape childCollisionShape = it.next();
84                 CollisionShape ccollisionShape = childCollisionShape.shape;
85                 Geometry geometry = createDebugShape(ccollisionShape);
86 
87                 // apply translation
88                 geometry.setLocalTranslation(childCollisionShape.location);
89 
90                 // apply rotation
91                 TempVars vars = TempVars.get();
92 
93                 Matrix3f tempRot = vars.tempMat3;
94 
95                 tempRot.set(geometry.getLocalRotation());
96                 childCollisionShape.rotation.mult(tempRot, tempRot);
97                 geometry.setLocalRotation(tempRot);
98 
99                 vars.release();
100 
101                 node.attachChild(geometry);
102             }
103             debugShape = node;
104         } else {
105             debugShape = createDebugShape(collisionShape);
106         }
107         if (debugShape == null) {
108             return null;
109         }
110         debugShape.updateGeometricState();
111         return debugShape;
112     }
113 
createDebugShape(CollisionShape shape)114     private static Geometry createDebugShape(CollisionShape shape) {
115         Geometry geom = new Geometry();
116         geom.setMesh(DebugShapeFactory.getDebugMesh(shape));
117 //        geom.setLocalScale(shape.getScale());
118         geom.updateModelBound();
119         return geom;
120     }
121 
getDebugMesh(CollisionShape shape)122     public static Mesh getDebugMesh(CollisionShape shape) {
123         Mesh mesh = null;
124         if (shape.getCShape() instanceof ConvexShape) {
125             mesh = new Mesh();
126             mesh.setBuffer(Type.Position, 3, getVertices((ConvexShape) shape.getCShape()));
127             mesh.getFloatBuffer(Type.Position).clear();
128         } else if (shape.getCShape() instanceof ConcaveShape) {
129             mesh = new Mesh();
130             mesh.setBuffer(Type.Position, 3, getVertices((ConcaveShape) shape.getCShape()));
131             mesh.getFloatBuffer(Type.Position).clear();
132         }
133         return mesh;
134     }
135 
136     /**
137      *  Constructs the buffer for the vertices of the concave shape.
138      *
139      * @param concaveShape the shape to get the vertices for / from.
140      * @return the shape as stored by the given broadphase rigid body.
141      */
getVertices(ConcaveShape concaveShape)142     private static FloatBuffer getVertices(ConcaveShape concaveShape) {
143         // Create the call back that'll create the vertex buffer
144         BufferedTriangleCallback triangleProcessor = new BufferedTriangleCallback();
145         concaveShape.processAllTriangles(triangleProcessor, aabbMin, aabbMax);
146 
147         // Retrieve the vextex and index buffers
148         return triangleProcessor.getVertices();
149     }
150 
151     /**
152      *  Processes the given convex shape to retrieve a correctly ordered FloatBuffer to
153      *  construct the shape from with a TriMesh.
154      *
155      * @param convexShape the shape to retreieve the vertices from.
156      * @return the vertices as a FloatBuffer, ordered as Triangles.
157      */
getVertices(ConvexShape convexShape)158     private static FloatBuffer getVertices(ConvexShape convexShape) {
159         // Check there is a hull shape to render
160         if (convexShape.getUserPointer() == null) {
161             // create a hull approximation
162             ShapeHull hull = new ShapeHull(convexShape);
163             float margin = convexShape.getMargin();
164             hull.buildHull(margin);
165             convexShape.setUserPointer(hull);
166         }
167 
168         // Assert state - should have a pointer to a hull (shape) that'll be drawn
169         assert convexShape.getUserPointer() != null : "Should have a shape for the userPointer, instead got null";
170         ShapeHull hull = (ShapeHull) convexShape.getUserPointer();
171 
172         // Assert we actually have a shape to render
173         assert hull.numTriangles() > 0 : "Expecting the Hull shape to have triangles";
174         int numberOfTriangles = hull.numTriangles();
175 
176         // The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of triangles) * (size of float in bytes)
177         final int numberOfFloats = 3 * 3 * numberOfTriangles;
178         FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats);
179 
180         // Force the limit, set the cap - most number of floats we will use the buffer for
181         vertices.limit(numberOfFloats);
182 
183         // Loop variables
184         final IntArrayList hullIndicies = hull.getIndexPointer();
185         final List<Vector3f> hullVertices = hull.getVertexPointer();
186         Vector3f vertexA, vertexB, vertexC;
187         int index = 0;
188 
189         for (int i = 0; i < numberOfTriangles; i++) {
190             // Grab the data for this triangle from the hull
191             vertexA = hullVertices.get(hullIndicies.get(index++));
192             vertexB = hullVertices.get(hullIndicies.get(index++));
193             vertexC = hullVertices.get(hullIndicies.get(index++));
194 
195             // Put the verticies into the vertex buffer
196             vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z);
197             vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z);
198             vertices.put(vertexC.x).put(vertexC.y).put(vertexC.z);
199         }
200 
201         vertices.clear();
202         return vertices;
203     }
204 }
205 
206 /**
207  *  A callback is used to process the triangles of the shape as there is no direct access to a concave shapes, shape.
208  *  <p/>
209  *  The triangles are simply put into a list (which in extreme condition will cause memory problems) then put into a direct buffer.
210  *
211  * @author CJ Hare
212  */
213 class BufferedTriangleCallback extends TriangleCallback {
214 
215     private ArrayList<Vector3f> vertices;
216 
BufferedTriangleCallback()217     public BufferedTriangleCallback() {
218         vertices = new ArrayList<Vector3f>();
219     }
220 
221     @Override
processTriangle(Vector3f[] triangle, int partId, int triangleIndex)222     public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
223         // Three sets of individual lines
224         // The new Vector is needed as the given triangle reference is from a pool
225         vertices.add(new Vector3f(triangle[0]));
226         vertices.add(new Vector3f(triangle[1]));
227         vertices.add(new Vector3f(triangle[2]));
228     }
229 
230     /**
231      *  Retrieves the vertices from the Triangle buffer.
232      */
getVertices()233     public FloatBuffer getVertices() {
234         // There are 3 floats needed for each vertex (x,y,z)
235         final int numberOfFloats = vertices.size() * 3;
236         FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(numberOfFloats);
237 
238         // Force the limit, set the cap - most number of floats we will use the buffer for
239         verticesBuffer.limit(numberOfFloats);
240 
241         // Copy the values from the list to the direct float buffer
242         for (Vector3f v : vertices) {
243             verticesBuffer.put(v.x).put(v.y).put(v.z);
244         }
245 
246         vertices.clear();
247         return verticesBuffer;
248     }
249 }
250