mirror of https://github.com/axmolengine/axmol.git
209 lines
7.1 KiB
C++
209 lines
7.1 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2017 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "physics3d/CCPhysics3D.h"
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#if CC_USE_3D_PHYSICS
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#if (CC_ENABLE_BULLET_INTEGRATION)
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#include "bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
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NS_CC_BEGIN
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Physics3DShape::ShapeType Physics3DShape::getShapeType() const
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{
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return _shapeType;
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}
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Physics3DShape::Physics3DShape()
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: _shapeType(ShapeType::UNKNOWN)
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{
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#if (CC_ENABLE_BULLET_INTEGRATION)
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_btShape = nullptr;
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_heightfieldData = nullptr;
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#endif
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}
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Physics3DShape::~Physics3DShape()
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{
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#if (CC_ENABLE_BULLET_INTEGRATION)
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CC_SAFE_DELETE(_btShape);
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CC_SAFE_DELETE_ARRAY(_heightfieldData);
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for (auto iter : _compoundChildShapes){
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CC_SAFE_RELEASE(iter);
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}
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_compoundChildShapes.clear();
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#endif
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}
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Physics3DShape* Physics3DShape::createBox(const cocos2d::Vec3& extent)
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initBox(extent);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createSphere(float radius)
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initSphere(radius);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createCylinder(float radius, float height)
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initCylinder(radius, height);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createCapsule(float radius, float height)
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initCapsule(radius, height);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createConvexHull( const cocos2d::Vec3 *points, int numPoints )
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initConvexHull(points, numPoints);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createMesh( const cocos2d::Vec3 *triangles, int numTriangles )
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initMesh(triangles, numTriangles);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createHeightfield( int heightStickWidth,int heightStickLength
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, const void* heightfieldData, float heightScale
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, float minHeight, float maxHeight
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, bool useFloatDatam, bool flipQuadEdges
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, bool useDiamondSubdivision)
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initHeightfield(heightStickWidth, heightStickLength, heightfieldData, heightScale, minHeight, maxHeight, useFloatDatam, flipQuadEdges, useDiamondSubdivision);
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shape->autorelease();
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return shape;
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}
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Physics3DShape* Physics3DShape::createCompoundShape( const std::vector<std::pair<Physics3DShape *, Mat4>> &shapes )
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{
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auto shape = new (std::nothrow) Physics3DShape();
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shape->initCompoundShape(shapes);
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shape->autorelease();
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return shape;
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}
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bool Physics3DShape::initBox(const cocos2d::Vec3& ext)
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{
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_shapeType = ShapeType::BOX;
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_btShape = new btBoxShape(convertVec3TobtVector3(ext * 0.5f));
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return true;
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}
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bool Physics3DShape::initSphere(float radius)
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{
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_shapeType = ShapeType::SPHERE;
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_btShape = new btSphereShape(radius);
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return true;
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}
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bool Physics3DShape::initCylinder(float radius, float height)
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{
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_shapeType = ShapeType::CYLINDER;
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_btShape = new btCylinderShape(convertVec3TobtVector3(cocos2d::Vec3(radius, height, radius) * 0.5f));
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return true;
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}
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bool Physics3DShape::initCapsule(float radius, float height)
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{
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_shapeType = ShapeType::CAPSULE;
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_btShape = new btCapsuleShape(radius, height);
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return true;
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}
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bool Physics3DShape::initConvexHull( const cocos2d::Vec3 *points, int numPoints )
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{
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_shapeType = ShapeType::CONVEX;
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_btShape = new btConvexHullShape((btScalar *)points, numPoints, sizeof(cocos2d::Vec3));
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return true;
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}
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bool Physics3DShape::initMesh( const cocos2d::Vec3 *triangles, int numTriangles )
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{
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_shapeType = ShapeType::MESH;
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auto mesh = new btTriangleMesh(false);
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for (int i = 0; i < numTriangles * 3; i += 3){
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mesh->addTriangle(convertVec3TobtVector3(triangles[i]), convertVec3TobtVector3(triangles[i + 1]), convertVec3TobtVector3(triangles[i + 2]));
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}
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_btShape = new btBvhTriangleMeshShape(mesh, true);
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return true;
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}
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bool Physics3DShape::initHeightfield( int heightStickWidth,int heightStickLength
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, const void* heightfieldData, float heightScale
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, float minHeight, float maxHeight
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, bool useFloatDatam, bool flipQuadEdges
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, bool useDiamondSubdivision)
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{
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_shapeType = ShapeType::HEIGHT_FIELD;
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PHY_ScalarType type = PHY_UCHAR;
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unsigned int dataSizeInByte = heightStickWidth * heightStickLength;
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if (useFloatDatam){
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type = PHY_FLOAT;
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dataSizeInByte *= sizeof(float);
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}
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_heightfieldData = new unsigned char[dataSizeInByte];
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memcpy(_heightfieldData, heightfieldData, dataSizeInByte);
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auto heightfield = new btHeightfieldTerrainShape(heightStickWidth, heightStickLength, _heightfieldData, heightScale, minHeight, maxHeight, 1, type, flipQuadEdges);
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heightfield->setUseDiamondSubdivision(useDiamondSubdivision);
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_btShape = heightfield;
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return true;
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}
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bool Physics3DShape::initCompoundShape( const std::vector<std::pair<Physics3DShape *, Mat4>> &shapes )
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{
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_shapeType = ShapeType::COMPOUND;
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auto compound = new btCompoundShape;
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for (auto iter : shapes){
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compound->addChildShape(convertMat4TobtTransform(iter.second), iter.first->getbtShape());
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CC_SAFE_RETAIN(iter.first);
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_compoundChildShapes.push_back(iter.first);
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}
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_btShape = compound;
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return true;
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}
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NS_CC_END
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#endif // CC_ENABLE_BULLET_INTEGRATION
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#endif // CC_USE_3D_PHYSICS
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