Home | History | Annotate | Download | only in util
      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 package com.jme3.bullet.util;
     33 
     34 import com.jme3.bullet.collision.shapes.CollisionShape;
     35 import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
     36 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
     37 import com.jme3.math.Matrix3f;
     38 import com.jme3.scene.Geometry;
     39 import com.jme3.scene.Mesh;
     40 import com.jme3.scene.Node;
     41 import com.jme3.scene.Spatial;
     42 import com.jme3.scene.VertexBuffer.Type;
     43 import com.jme3.util.TempVars;
     44 import java.util.Iterator;
     45 import java.util.List;
     46 
     47 /**
     48  *
     49  * @author CJ Hare, normenhansen
     50  */
     51 public class DebugShapeFactory {
     52 
     53     /** The maximum corner for the aabb used for triangles to include in ConcaveShape processing.*/
     54 //    private static final Vector3f aabbMax = new Vector3f(1e30f, 1e30f, 1e30f);
     55     /** The minimum corner for the aabb used for triangles to include in ConcaveShape processing.*/
     56 //    private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);
     57 
     58     /**
     59      * Creates a debug shape from the given collision shape. This is mostly used internally.<br>
     60      * To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
     61      * @param collisionShape
     62      * @return
     63      */
     64     public static Spatial getDebugShape(CollisionShape collisionShape) {
     65         if (collisionShape == null) {
     66             return null;
     67         }
     68         Spatial debugShape;
     69         if (collisionShape instanceof CompoundCollisionShape) {
     70             CompoundCollisionShape shape = (CompoundCollisionShape) collisionShape;
     71             List<ChildCollisionShape> children = shape.getChildren();
     72             Node node = new Node("DebugShapeNode");
     73             for (Iterator<ChildCollisionShape> it = children.iterator(); it.hasNext();) {
     74                 ChildCollisionShape childCollisionShape = it.next();
     75                 CollisionShape ccollisionShape = childCollisionShape.shape;
     76                 Geometry geometry = createDebugShape(ccollisionShape);
     77 
     78                 // apply translation
     79                 geometry.setLocalTranslation(childCollisionShape.location);
     80 
     81                 // apply rotation
     82                 TempVars vars = TempVars.get();
     83                 Matrix3f tempRot = vars.tempMat3;
     84 
     85                 tempRot.set(geometry.getLocalRotation());
     86                 childCollisionShape.rotation.mult(tempRot, tempRot);
     87                 geometry.setLocalRotation(tempRot);
     88 
     89                 vars.release();
     90 
     91                 node.attachChild(geometry);
     92             }
     93             debugShape = node;
     94         } else {
     95             debugShape = createDebugShape(collisionShape);
     96         }
     97         if (debugShape == null) {
     98             return null;
     99         }
    100         debugShape.updateGeometricState();
    101         return debugShape;
    102     }
    103 
    104     private static Geometry createDebugShape(CollisionShape shape) {
    105         Geometry geom = new Geometry();
    106         geom.setMesh(DebugShapeFactory.getDebugMesh(shape));
    107 //        geom.setLocalScale(shape.getScale());
    108         geom.updateModelBound();
    109         return geom;
    110     }
    111 
    112     public static Mesh getDebugMesh(CollisionShape shape) {
    113         Mesh mesh = new Mesh();
    114         mesh = new Mesh();
    115         DebugMeshCallback callback = new DebugMeshCallback();
    116         getVertices(shape.getObjectId(), callback);
    117         mesh.setBuffer(Type.Position, 3, callback.getVertices());
    118         mesh.getFloatBuffer(Type.Position).clear();
    119         return mesh;
    120     }
    121 
    122     private static native void getVertices(long shapeId, DebugMeshCallback buffer);
    123 }
    124