bool Physics::buildStaticGeometry( osg::Group* p_root, const std::string& levelFile ) { NewtonCollision* p_collision = NULL; // check if a serialization file exists, if so then load it. otherwise build the static geometry on the fly. assert( levelFile.length() && "internal error: missing levelFile name!" ); std::string file = cleanPath( levelFile ); std::vector< std::string > path; explode( file, "/", &path ); file = yaf3d::Application::get()->getMediaPath() + YAF3DPHYSICS_MEDIA_FOLDER + path[ path.size() - 1 ] + YAF3DPHYSICS_SERIALIZE_POSTFIX; std::ifstream serializationfile; serializationfile.open( file.c_str(), std::ios_base::binary | std::ios_base::in ); if ( !serializationfile ) { log_warning << "Physics: no serialization file for physics static geometry exists, building on-the-fly ..." << std::endl; p_collision = NewtonCreateTreeCollision( _p_world, levelCollisionCallback ); NewtonTreeCollisionBeginBuild( p_collision ); // build the collision faces //-------------------------- // start timer osg::Timer_t start_tick = osg::Timer::instance()->tick(); //! iterate through all geometries and create their collision faces PhysicsVisitor physVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN, p_collision ); p_root->accept( physVisitor ); // stop timer and give out the time messure osg::Timer_t end_tick = osg::Timer::instance()->tick(); log_debug << "Physics: elapsed time for building physics collision faces = "<< osg::Timer::instance()->delta_s( start_tick, end_tick ) << std::endl; log_debug << "Physics: total num of evaluated primitives: " << physVisitor.getNumPrimitives() << std::endl; log_debug << "Physics: total num of vertices: " << physVisitor.getNumVertices() << std::endl; //-------------------------- // finalize tree building with optimization off ( because the meshes are already optimized by // osg _and_ Newton has currently problems with optimization ) NewtonTreeCollisionEndBuild( p_collision, 0 /* 1 */); } else { log_debug << "Physics: loading serialization file for physics static geometry: '" << file << "' ..." << std::endl; // start timer osg::Timer_t start_tick = osg::Timer::instance()->tick(); p_collision = NewtonCreateTreeCollisionFromSerialization( _p_world, NULL, deserializationCallback, &serializationfile ); assert( p_collision && "internal error, something went wrong during physics deserialization!" ); // stop timer and give out the time messure osg::Timer_t end_tick = osg::Timer::instance()->tick(); log_debug << "Physics: elapsed time for deserializing physics collision faces = "<< osg::Timer::instance()->delta_s( start_tick, end_tick ) << std::endl; serializationfile.close(); } _p_body = NewtonCreateBody( _p_world, p_collision ); // release collision object NewtonReleaseCollision( _p_world, p_collision ); // set Material Id for this object NewtonBodySetMaterialGroupID( _p_body, getMaterialId( "level" ) ); osg::Matrixf mat; mat.identity(); NewtonBodySetMatrix( _p_body, mat.ptr() ); // calculate the world bbox and world size float bmin[ 4 ], bmax[ 4 ]; NewtonCollisionCalculateAABB( p_collision, mat.ptr(), bmin, bmax ); bmin[ 0 ] -= 10.0f; bmin[ 1 ] -= 10.0f; bmin[ 2 ] -= 10.0f; bmin[ 3 ] = 1.0f; bmax[ 0 ] += 10.0f; bmax[ 1 ] += 10.0f; bmax[ 2 ] += 10.0f; bmax[ 3 ] = 1.0f; NewtonSetWorldSize( _p_world, bmin, bmax ); return true; }
NewtonCollision* CreateCollisionTree (NewtonWorld* world, DemoEntity* const entity, int materialID, bool optimize) { // measure the time to build a collision tree unsigned64 timer0 = dGetTimeInMicrosenconds(); // create the collision tree geometry NewtonCollision* collision = NewtonCreateTreeCollision(world, materialID); // set the application level callback #ifdef USE_STATIC_MESHES_DEBUG_COLLISION NewtonStaticCollisionSetDebugCallback (collision, ShowMeshCollidingFaces); #endif // prepare to create collision geometry NewtonTreeCollisionBeginBuild(collision); // iterate the entire geometry an build the collision for (DemoEntity* model = entity->GetFirst(); model; model = model->GetNext()) { dMatrix matrix (model->GetMeshMatrix() * model->CalculateGlobalMatrix(entity)); DemoMesh* const mesh = (DemoMesh*)model->GetMesh(); dAssert (mesh->IsType(DemoMesh::GetRttiType())); dFloat* const vertex = mesh->m_vertex; for (DemoMesh::dListNode* nodes = mesh->GetFirst(); nodes; nodes = nodes->GetNext()) { DemoSubMesh& segment = nodes->GetInfo(); int matID = segment.m_textureHandle; for (int i = 0; i < segment.m_indexCount; i += 3) { dFloat face[3][3]; for (int j = 0; j < 3; j ++) { int index = segment.m_indexes[i + j] * 3; face[j][0] = vertex[index + 0]; face[j][1] = vertex[index + 1]; face[j][2] = vertex[index + 2]; } matrix.TransformTriplex (&face[0][0], 3 * sizeof (dFloat), &face[0][0], 3 * sizeof (dFloat), 3); // use material ids as physics materials NewtonTreeCollisionAddFace(collision, 3, &face[0][0], 3 * sizeof (dFloat), matID); } } } NewtonTreeCollisionEndBuild(collision, optimize ? 1 : 0); // test Serialization #if 0 FILE* file = fopen ("serialize.bin", "wb"); NewtonCollisionSerialize (world, collision, DemoEntityManager::SerializeFile, file); fclose (file); NewtonDestroyCollision (collision); file = fopen ("serialize.bin", "rb"); collision = NewtonCreateCollisionFromSerialization (world, DemoEntityManager::DeserializeFile, file); fclose (file); #endif // measure the time to build a collision tree timer0 = (dGetTimeInMicrosenconds() - timer0) / 1000; return collision; }
void AddCollisionTreeMesh (DemoEntityManager* const scene) { // open the level data char fullPathName[2048]; GetWorkingFileName ("playground.ngd", fullPathName); scene->LoadScene (fullPathName); // find the visual mesh and make a collision tree NewtonWorld* const world = scene->GetNewton(); DemoEntity* const entity = scene->GetLast()->GetInfo(); DemoMesh* const mesh = (DemoMesh*)entity->GetMesh(); dAssert (mesh->IsType(DemoMesh::GetRttiType())); NewtonCollision* const tree = NewtonCreateTreeCollision(world, 0); NewtonTreeCollisionBeginBuild(tree); dFloat* const vertex = mesh->m_vertex; for (DemoMesh::dListNode* node = mesh->GetFirst(); node; node = node->GetNext()){ DemoSubMesh* const subMesh = &node->GetInfo(); unsigned int* const indices = subMesh->m_indexes; int trianglesCount = subMesh->m_indexCount; for (int i = 0; i < trianglesCount; i += 3) { dVector face[3]; int index = indices[i + 0] * 3; face[0] = dVector (vertex[index + 0], vertex[index + 1], vertex[index + 2]); index = indices[i + 1] * 3; face[1] = dVector (vertex[index + 0], vertex[index + 1], vertex[index + 2]); index = indices[i + 2] * 3; face[2] = dVector (vertex[index + 0], vertex[index + 1], vertex[index + 2]); int matID = 0; //matID = matID == 2 ? 1 : 2 ; NewtonTreeCollisionAddFace(tree, 3, &face[0].m_x, sizeof (dVector), matID); } } NewtonTreeCollisionEndBuild (tree, 0); // add the collision tree to the collision scene void* const proxy = NewtonSceneCollisionAddSubCollision (m_sceneCollision, tree); // destroy the original tree collision NewtonDestroyCollision (tree); // set the parameter on the added collision share dMatrix matrix (entity->GetCurrentMatrix()); NewtonCollision* const collisionTree = NewtonSceneCollisionGetCollisionFromNode (m_sceneCollision, proxy); NewtonSceneCollisionSetSubCollisionMatrix (m_sceneCollision, proxy, &matrix[0][0]); NewtonCollisionSetUserData(collisionTree, mesh); // set the application level callback #ifdef USE_STATIC_MESHES_DEBUG_COLLISION NewtonStaticCollisionSetDebugCallback (collisionTree, ShowMeshCollidingFaces); #endif mesh->AddRef(); scene->RemoveEntity (entity); #ifdef USE_TEST_ALL_FACE_USER_RAYCAST_CALLBACK // set a ray cast callback for all face ray cast NewtonTreeCollisionSetUserRayCastCallback (collisionTree, AllRayHitCallback); dVector p0 (0, 100, 0, 0); dVector p1 (0, -100, 0, 0); dVector normal(0.0f); dLong id; dFloat parameter; parameter = NewtonCollisionRayCast (collisionTree, &p0[0], &p1[0], &normal[0], &id); #endif }
Terrain::Terrain(const ion::base::String& identifier,NewtonWorld *pNewtonworld,ion::scene::Renderer& rRenderer, ion::base::Streamable& heightmap,const ion_uint32 width,const ion_uint32 depth,const ion_uint32 patchwidth, const ion_uint32 patchdepth,const ion::math::Vector3f& offset,const ion::math::Vector3f& size): m_pNewtonworld(pNewtonworld),Node(identifier) { ion_uint32 numpatchesX=(width-1)/(patchwidth-1),numpatchesZ=(depth-1)/(patchdepth-1); ion_uint16 *pHeightbuffer=new ion_uint16[(width+1)*(depth+1)]; { ion_uint16 *pHLine=pHeightbuffer; for (ion_uint32 z=0;z<depth;++z) { heightmap.read(pHLine,width*sizeof(ion_uint16)); // Copy the first height to the one extra height for correct normal vector calculations pHLine[width]=pHLine[0]; pHLine+=(width+1); } // Copy the first line to the one extra line for correct normal vector calculations memcpy(pHeightbuffer+(width+1)*depth,pHeightbuffer,(width+1)*sizeof(ion_uint16)); } const ion::math::Vector3f psize( size.x()/((float)numpatchesX), size.y(), size.z()/((float)numpatchesZ) ); ion::math::Vector3f poffset( offset.x()/*-psize.x()*0.5f*/, offset.y(), offset.z()/*-psize.z()*0.5f*/ ); ion::base::Localfile serializefile; bool fileok=serializefile.open(serializefilename,"rb"); if (fileok) { ion::base::log("Terrain::Terrain()",ion::base::Message) << "Using previously serialized terrain data\n"; serializefile.open(serializefilename,"rb"); m_pTreeCollision=NewtonCreateTreeCollisionFromSerialization(pNewtonworld,0,TerrainDeserialize,&serializefile); serializefile.close(); } else { ion::base::log("Terrain::Terrain()",ion::base::Message) << "Calculating terrain data\n"; m_pTreeCollision=NewtonCreateTreeCollision(pNewtonworld,0); NewtonTreeCollisionBeginBuild(m_pTreeCollision); { for (ion_uint32 z=0;z<(depth-1);++z) { /*float zz1=offset.z()+((float)z)/((float)(depth-1))*zsize; float zz2=offset.z()+((float)(z+1))/((float)(depth-1))*zsize;*/ float zz1=offset.z()+( ((float)z)/((float)(patchdepth-1)) )*psize.z(); float zz2=offset.z()+( ((float)(z+1))/((float)(patchdepth-1)) )*psize.z(); unsigned int zT=(z/patchdepth)&1; for (ion_uint32 x=0;x<(width-1);++x) { float xx1=offset.x()+( ((float)x)/((float)(patchwidth-1)) )*psize.x(); float xx2=offset.x()+( ((float)(x+1))/((float)(patchwidth-1)) )*psize.x(); /*float xx1=offset.x()+((float)x)/((float)(width-1))*xsize; float xx2=offset.x()+((float)(x+1))/((float)(width-1))*xsize;*/ float yy11=offset.y()+((float)(pHeightbuffer[x+z*(width+1)]))/65535.0f*size.y(); float yy21=offset.y()+((float)(pHeightbuffer[x+1+z*(width+1)]))/65535.0f*size.y(); float yy12=offset.y()+((float)(pHeightbuffer[x+(z+1)*(width+1)]))/65535.0f*size.y(); float yy22=offset.y()+((float)(pHeightbuffer[x+1+(z+1)*(width+1)]))/65535.0f*size.y(); float tri1[]={ xx1,yy11,zz1, xx1,yy12,zz2, xx2,yy21,zz1 }; float tri2[]={ xx2,yy21,zz1, xx1,yy12,zz2, xx2,yy22,zz2 }; unsigned int xT=(x/patchwidth)&1; unsigned int matID=((xT&zT)==1) ? 0 : (xT|zT); NewtonTreeCollisionAddFace(m_pTreeCollision,3,tri1,12,0); NewtonTreeCollisionAddFace(m_pTreeCollision,3,tri2,12,0); } } } NewtonTreeCollisionEndBuild(m_pTreeCollision,0); serializefile.open(serializefilename,"wb"); NewtonTreeCollisionSerialize(m_pTreeCollision,TerrainSerialize,&serializefile); serializefile.close(); } NewtonBody *pTerrainBody=NewtonCreateBody(m_pNewtonworld,m_pTreeCollision); NewtonReleaseCollision(m_pNewtonworld,m_pTreeCollision); NewtonBodySetMatrix(pTerrainBody,ion::math::Matrix4f::identitymatrix()); for (ion_uint32 z=0;z<numpatchesZ;++z) { /*if (z==0) { heightmap.read(pHeightbuffer,sizeof(ion_uint16)*width*patchdepth); } else { memcpy(pHeightbuffer,pHeightbuffer+width*(patchdepth-1),width*sizeof(ion_uint16)); heightmap.read(pHeightbuffer+width,sizeof(ion_uint16)*width*(patchdepth-1)); }*/ poffset.x()=offset.x()/*-psize.x()*0.5f*/; for (ion_uint32 x=0;x<numpatchesX;++x) { ion_uint16 *pH=pHeightbuffer+x*(patchwidth-1)+z*(width+1)*(patchdepth-1); TerrainPatch *pPatch=new TerrainPatch("tpatch",rRenderer,pH,patchwidth,width+1,patchdepth, (z==(numpatchesZ-1)),poffset,psize); poffset.x()+=psize.x(); m_Patches.push_back(pPatch); addChild(*pPatch); } poffset.z()+=psize.z(); } delete [] pHeightbuffer; }
static NewtonBody* CreateBackgroundWallsAndCellingBody(NewtonWorld* world) { // make a flat quad dFloat floor[4][3] = { { -100.0f, 0.0f, 100.0f }, { 100.0f, 0.0f, 100.0f }, { 100.0f, 0.0f, -100.0f }, { -100.0f, 0.0f, -100.0f }, }; dFloat wall_N[4][3] = { { -100.0f, 0.0f, 100.0f }, { -100.0f, 100.0f, 100.0f }, { 100.0f, 100.0f, 100.0f }, { 100.0f, 0.0f, 100.0f }, }; dFloat wall_W[4][3] = { { 100.0f, 0.0f, 100.0f }, { 100.0f, 100.0f, 100.0f }, { 100.0f, 100.0f, -100.0f }, { 100.0f, 0.0f, -100.0f }, }; dFloat wall_S[4][3] = { { 100.0f, 0.0f, -100.0f }, { 100.0f, 100.0f, -100.0f }, { -100.0f, 100.0f, -100.0f }, { -100.0f, 0.0f, -100.0f }, }; dFloat wall_E[4][3] = { { -100.0f, 0.0f, -100.0f }, { -100.0f, 100.0f, -100.0f }, { -100.0f, 100.0f, 100.0f }, { -100.0f, 0.0f, 100.0f }, }; dFloat celling[4][3] = { { -100.0f, 100.0f, -100.0f }, { 100.0f, 100.0f, -100.0f }, { 100.0f, 100.0f, 100.0f }, { -100.0f, 100.0f, 100.0f }, }; // crate a collision tree NewtonCollision* const collision = NewtonCreateTreeCollision(world, 0); // start building the collision mesh NewtonTreeCollisionBeginBuild(collision); // add the face one at a time NewtonTreeCollisionAddFace(collision, 4, &floor[0][0], 3 * sizeof (dFloat), 0); NewtonTreeCollisionAddFace(collision, 4, &wall_N[0][0], 3 * sizeof (dFloat), 0); NewtonTreeCollisionAddFace(collision, 4, &wall_W[0][0], 3 * sizeof (dFloat), 0); NewtonTreeCollisionAddFace(collision, 4, &wall_S[0][0], 3 * sizeof (dFloat), 0); NewtonTreeCollisionAddFace(collision, 4, &wall_E[0][0], 3 * sizeof (dFloat), 0); NewtonTreeCollisionAddFace(collision, 4, &celling[0][0], 3 * sizeof (dFloat), 0); // finish building the collision NewtonTreeCollisionEndBuild(collision, 1); // create a body with a collision and locate at the identity matrix position dMatrix matrix(dGetIdentityMatrix()); NewtonBody* const body = NewtonCreateDynamicBody(world, collision, &matrix[0][0]); // do no forget to destroy the collision after you not longer need it NewtonDestroyCollision(collision); return body; }
void cCollideShapeNewton::CreateFromVertices(const unsigned int* apIndexArray, int alIndexNum, const float *apVertexArray, int alVtxStride, int alVtxNum) { float vTriVec[9]; bool bOptimize = false; bool bCreatedPlane = false; cPlanef plane; mpNewtonCollision = NewtonCreateTreeCollision(mpNewtonWorld, NULL); //Log("-- Creating mesh collision.:\n"); NewtonTreeCollisionBeginBuild(mpNewtonCollision); for(int tri = 0; tri < alIndexNum; tri+=3) { //Log("tri: %d:\n", tri/3); for(int idx =0; idx < 3; idx++) { int lVtx = apIndexArray[tri + 2-idx]*alVtxStride; vTriVec[idx*3 + 0] = apVertexArray[lVtx + 0]; vTriVec[idx*3 + 1] = apVertexArray[lVtx + 1]; vTriVec[idx*3 + 2] = apVertexArray[lVtx + 2]; } if(bOptimize==false) { cPlanef tempPlane; cVector3f vP1(vTriVec[0+0],vTriVec[0+1],vTriVec[0+2]); cVector3f vP2(vTriVec[1*3+0],vTriVec[1*3+1],vTriVec[1*3+2]); cVector3f vP3(vTriVec[2*3+0],vTriVec[2*3+1],vTriVec[2*3+2]); tempPlane.FromPoints(vP1, vP2, vP3); //Log("P1: %s P2: %s P3: %s\n",vP1.ToString().c_str(),vP2.ToString().c_str(),vP3.ToString().c_str()); //Log("Plane: a: %f b: %f c: %f d: %f\n",tempPlane.a,tempPlane.b,tempPlane.c,tempPlane.d); if(bCreatedPlane==false){ plane = tempPlane; bCreatedPlane = true; } else { if( std::abs(plane.a - tempPlane.a) > 0.001f || std::abs(plane.b - tempPlane.b) > 0.001f || std::abs(plane.c - tempPlane.c) > 0.001f || std::abs(plane.d - tempPlane.d) > 0.001f ) { bOptimize = true; } } } NewtonTreeCollisionAddFace(mpNewtonCollision,3,vTriVec,sizeof(float)*3,1); } NewtonTreeCollisionEndBuild(mpNewtonCollision, bOptimize ? 1: 0); //Set bounding box size mBoundingVolume.AddArrayPoints(apVertexArray, alVtxNum); mBoundingVolume.CreateFromPoints(alVtxStride); }
/* ============= CMod_PhysicsBeginBSPCollisionTree ============= */ void CMod_PhysicsBeginBSPCollisionTree() { g_collision = NewtonCreateTreeCollision (g_world); NewtonTreeCollisionBeginBuild (g_collision); }
void dNewtonCollisionMesh::BeginFace() { NewtonTreeCollisionBeginBuild(m_shape); }