godot/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
Rémi Verschelde e12c89e8c9 bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md.
Drop unnecessary CMake and Premake files.
Simplify SCsub, drop unused one.
2018-01-13 14:08:45 +01:00

410 lines
11 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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.
*/
#include "btHeightfieldTerrainShape.h"
#include "LinearMath/btTransformUtil.h"
btHeightfieldTerrainShape::btHeightfieldTerrainShape
(
int heightStickWidth, int heightStickLength, const void* heightfieldData,
btScalar heightScale, btScalar minHeight, btScalar maxHeight,int upAxis,
PHY_ScalarType hdt, bool flipQuadEdges
)
{
initialize(heightStickWidth, heightStickLength, heightfieldData,
heightScale, minHeight, maxHeight, upAxis, hdt,
flipQuadEdges);
}
btHeightfieldTerrainShape::btHeightfieldTerrainShape(int heightStickWidth, int heightStickLength,const void* heightfieldData,btScalar maxHeight,int upAxis,bool useFloatData,bool flipQuadEdges)
{
// legacy constructor: support only float or unsigned char,
// and min height is zero
PHY_ScalarType hdt = (useFloatData) ? PHY_FLOAT : PHY_UCHAR;
btScalar minHeight = 0.0f;
// previously, height = uchar * maxHeight / 65535.
// So to preserve legacy behavior, heightScale = maxHeight / 65535
btScalar heightScale = maxHeight / 65535;
initialize(heightStickWidth, heightStickLength, heightfieldData,
heightScale, minHeight, maxHeight, upAxis, hdt,
flipQuadEdges);
}
void btHeightfieldTerrainShape::initialize
(
int heightStickWidth, int heightStickLength, const void* heightfieldData,
btScalar heightScale, btScalar minHeight, btScalar maxHeight, int upAxis,
PHY_ScalarType hdt, bool flipQuadEdges
)
{
// validation
btAssert(heightStickWidth > 1);// && "bad width");
btAssert(heightStickLength > 1);// && "bad length");
btAssert(heightfieldData);// && "null heightfield data");
// btAssert(heightScale) -- do we care? Trust caller here
btAssert(minHeight <= maxHeight);// && "bad min/max height");
btAssert(upAxis >= 0 && upAxis < 3);// && "bad upAxis--should be in range [0,2]");
btAssert(hdt != PHY_UCHAR || hdt != PHY_FLOAT || hdt != PHY_SHORT);// && "Bad height data type enum");
// initialize member variables
m_shapeType = TERRAIN_SHAPE_PROXYTYPE;
m_heightStickWidth = heightStickWidth;
m_heightStickLength = heightStickLength;
m_minHeight = minHeight;
m_maxHeight = maxHeight;
m_width = (btScalar) (heightStickWidth - 1);
m_length = (btScalar) (heightStickLength - 1);
m_heightScale = heightScale;
m_heightfieldDataUnknown = heightfieldData;
m_heightDataType = hdt;
m_flipQuadEdges = flipQuadEdges;
m_useDiamondSubdivision = false;
m_useZigzagSubdivision = false;
m_upAxis = upAxis;
m_localScaling.setValue(btScalar(1.), btScalar(1.), btScalar(1.));
// determine min/max axis-aligned bounding box (aabb) values
switch (m_upAxis)
{
case 0:
{
m_localAabbMin.setValue(m_minHeight, 0, 0);
m_localAabbMax.setValue(m_maxHeight, m_width, m_length);
break;
}
case 1:
{
m_localAabbMin.setValue(0, m_minHeight, 0);
m_localAabbMax.setValue(m_width, m_maxHeight, m_length);
break;
};
case 2:
{
m_localAabbMin.setValue(0, 0, m_minHeight);
m_localAabbMax.setValue(m_width, m_length, m_maxHeight);
break;
}
default:
{
//need to get valid m_upAxis
btAssert(0);// && "Bad m_upAxis");
}
}
// remember origin (defined as exact middle of aabb)
m_localOrigin = btScalar(0.5) * (m_localAabbMin + m_localAabbMax);
}
btHeightfieldTerrainShape::~btHeightfieldTerrainShape()
{
}
void btHeightfieldTerrainShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const
{
btVector3 halfExtents = (m_localAabbMax-m_localAabbMin)* m_localScaling * btScalar(0.5);
btVector3 localOrigin(0, 0, 0);
localOrigin[m_upAxis] = (m_minHeight + m_maxHeight) * btScalar(0.5);
localOrigin *= m_localScaling;
btMatrix3x3 abs_b = t.getBasis().absolute();
btVector3 center = t.getOrigin();
btVector3 extent = halfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
extent += btVector3(getMargin(),getMargin(),getMargin());
aabbMin = center - extent;
aabbMax = center + extent;
}
/// This returns the "raw" (user's initial) height, not the actual height.
/// The actual height needs to be adjusted to be relative to the center
/// of the heightfield's AABB.
btScalar
btHeightfieldTerrainShape::getRawHeightFieldValue(int x,int y) const
{
btScalar val = 0.f;
switch (m_heightDataType)
{
case PHY_FLOAT:
{
val = m_heightfieldDataFloat[(y*m_heightStickWidth)+x];
break;
}
case PHY_UCHAR:
{
unsigned char heightFieldValue = m_heightfieldDataUnsignedChar[(y*m_heightStickWidth)+x];
val = heightFieldValue * m_heightScale;
break;
}
case PHY_SHORT:
{
short hfValue = m_heightfieldDataShort[(y * m_heightStickWidth) + x];
val = hfValue * m_heightScale;
break;
}
default:
{
btAssert(!"Bad m_heightDataType");
}
}
return val;
}
/// this returns the vertex in bullet-local coordinates
void btHeightfieldTerrainShape::getVertex(int x,int y,btVector3& vertex) const
{
btAssert(x>=0);
btAssert(y>=0);
btAssert(x<m_heightStickWidth);
btAssert(y<m_heightStickLength);
btScalar height = getRawHeightFieldValue(x,y);
switch (m_upAxis)
{
case 0:
{
vertex.setValue(
height - m_localOrigin.getX(),
(-m_width/btScalar(2.0)) + x,
(-m_length/btScalar(2.0) ) + y
);
break;
}
case 1:
{
vertex.setValue(
(-m_width/btScalar(2.0)) + x,
height - m_localOrigin.getY(),
(-m_length/btScalar(2.0)) + y
);
break;
};
case 2:
{
vertex.setValue(
(-m_width/btScalar(2.0)) + x,
(-m_length/btScalar(2.0)) + y,
height - m_localOrigin.getZ()
);
break;
}
default:
{
//need to get valid m_upAxis
btAssert(0);
}
}
vertex*=m_localScaling;
}
static inline int
getQuantized
(
btScalar x
)
{
if (x < 0.0) {
return (int) (x - 0.5);
}
return (int) (x + 0.5);
}
/// given input vector, return quantized version
/**
This routine is basically determining the gridpoint indices for a given
input vector, answering the question: "which gridpoint is closest to the
provided point?".
"with clamp" means that we restrict the point to be in the heightfield's
axis-aligned bounding box.
*/
void btHeightfieldTerrainShape::quantizeWithClamp(int* out, const btVector3& point,int /*isMax*/) const
{
btVector3 clampedPoint(point);
clampedPoint.setMax(m_localAabbMin);
clampedPoint.setMin(m_localAabbMax);
out[0] = getQuantized(clampedPoint.getX());
out[1] = getQuantized(clampedPoint.getY());
out[2] = getQuantized(clampedPoint.getZ());
}
/// process all triangles within the provided axis-aligned bounding box
/**
basic algorithm:
- convert input aabb to local coordinates (scale down and shift for local origin)
- convert input aabb to a range of heightfield grid points (quantize)
- iterate over all triangles in that subset of the grid
*/
void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{
// scale down the input aabb's so they are in local (non-scaled) coordinates
btVector3 localAabbMin = aabbMin*btVector3(1.f/m_localScaling[0],1.f/m_localScaling[1],1.f/m_localScaling[2]);
btVector3 localAabbMax = aabbMax*btVector3(1.f/m_localScaling[0],1.f/m_localScaling[1],1.f/m_localScaling[2]);
// account for local origin
localAabbMin += m_localOrigin;
localAabbMax += m_localOrigin;
//quantize the aabbMin and aabbMax, and adjust the start/end ranges
int quantizedAabbMin[3];
int quantizedAabbMax[3];
quantizeWithClamp(quantizedAabbMin, localAabbMin,0);
quantizeWithClamp(quantizedAabbMax, localAabbMax,1);
// expand the min/max quantized values
// this is to catch the case where the input aabb falls between grid points!
for (int i = 0; i < 3; ++i) {
quantizedAabbMin[i]--;
quantizedAabbMax[i]++;
}
int startX=0;
int endX=m_heightStickWidth-1;
int startJ=0;
int endJ=m_heightStickLength-1;
switch (m_upAxis)
{
case 0:
{
if (quantizedAabbMin[1]>startX)
startX = quantizedAabbMin[1];
if (quantizedAabbMax[1]<endX)
endX = quantizedAabbMax[1];
if (quantizedAabbMin[2]>startJ)
startJ = quantizedAabbMin[2];
if (quantizedAabbMax[2]<endJ)
endJ = quantizedAabbMax[2];
break;
}
case 1:
{
if (quantizedAabbMin[0]>startX)
startX = quantizedAabbMin[0];
if (quantizedAabbMax[0]<endX)
endX = quantizedAabbMax[0];
if (quantizedAabbMin[2]>startJ)
startJ = quantizedAabbMin[2];
if (quantizedAabbMax[2]<endJ)
endJ = quantizedAabbMax[2];
break;
};
case 2:
{
if (quantizedAabbMin[0]>startX)
startX = quantizedAabbMin[0];
if (quantizedAabbMax[0]<endX)
endX = quantizedAabbMax[0];
if (quantizedAabbMin[1]>startJ)
startJ = quantizedAabbMin[1];
if (quantizedAabbMax[1]<endJ)
endJ = quantizedAabbMax[1];
break;
}
default:
{
//need to get valid m_upAxis
btAssert(0);
}
}
for(int j=startJ; j<endJ; j++)
{
for(int x=startX; x<endX; x++)
{
btVector3 vertices[3];
if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j+x) & 1))|| (m_useZigzagSubdivision && !(j & 1)))
{
//first triangle
getVertex(x,j,vertices[0]);
getVertex(x, j + 1, vertices[1]);
getVertex(x + 1, j + 1, vertices[2]);
callback->processTriangle(vertices,x,j);
//second triangle
// getVertex(x,j,vertices[0]);//already got this vertex before, thanks to Danny Chapman
getVertex(x+1,j+1,vertices[1]);
getVertex(x + 1, j, vertices[2]);
callback->processTriangle(vertices, x, j);
} else
{
//first triangle
getVertex(x,j,vertices[0]);
getVertex(x,j+1,vertices[1]);
getVertex(x+1,j,vertices[2]);
callback->processTriangle(vertices,x,j);
//second triangle
getVertex(x+1,j,vertices[0]);
//getVertex(x,j+1,vertices[1]);
getVertex(x+1,j+1,vertices[2]);
callback->processTriangle(vertices,x,j);
}
}
}
}
void btHeightfieldTerrainShape::calculateLocalInertia(btScalar ,btVector3& inertia) const
{
//moving concave objects not supported
inertia.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
void btHeightfieldTerrainShape::setLocalScaling(const btVector3& scaling)
{
m_localScaling = scaling;
}
const btVector3& btHeightfieldTerrainShape::getLocalScaling() const
{
return m_localScaling;
}