void RayCastCompoundsAllSubShapes(const dVector& origin, const dVector& end)
	{
		m_param = 1.0f;
		m_body = NULL;
		NewtonWorld* const world = GetWorld();
		NewtonWorldRayCast(world, &origin[0], &end[0], PickCompound, this, NULL, 0);
		if (m_body) {
			// we found a compound, find all sub shape on teh path of the ray
			dMatrix matrix;
			NewtonBodyGetMatrix(m_body, &matrix[0][0]);
			dVector localP0(matrix.UntransformVector(origin));
			dVector localP1(matrix.UntransformVector(end));

			NewtonCollision* const compoundCollision = NewtonBodyGetCollision(m_body);
			dAssert(NewtonCollisionGetType(compoundCollision) == SERIALIZE_ID_COMPOUND);
			for (void* node = NewtonCompoundCollisionGetFirstNode(compoundCollision); node; node = NewtonCompoundCollisionGetNextNode(compoundCollision, node)) {
				dVector normal;
				dLong attribute;
				NewtonCollision* const subShape = NewtonCompoundCollisionGetCollisionFromNode(compoundCollision, node);
				dFloat xxx = NewtonCollisionRayCast(subShape, &localP0[0], &localP1[0], &normal[0], &attribute);
				if (xxx < 1.0f) {
					dTrace (("sub shape hit\n"))
				}
			}
		}
	}
Пример #2
0
dFloat CollisionDetection::rayCollideWithEnemy( Vector3 *start, Vector3 *end, Entity* collideAgainst )
{
    if( enemyEnt != NULL )
    {
        Matrix4 m4 = collideAgainst->getParentSceneNode()->_getFullTransform().inverse();
        Vector3 transStart = m4 * (*start);
        Vector3 transEnd = m4 * (*end);


        dFloat p0[3];
        dFloat p1[3];
        p0[0] = transStart.x;
        p0[1] = transStart.y;
        p0[2] = transStart.z;

        p1[0] = transEnd.x;
        p1[1] = transEnd.y;
        p1[2] = transEnd.z;

        dFloat normal[3];
        int att[1];

        return NewtonCollisionRayCast( enemyEnt, p0, p1, normal, att);
    }
    else return 1.2;
}
Пример #3
0
dFloat CollisionDetection::rayCollideDist( Vector3 *start, Vector3 *end, Entity* collideAgainst )
{
    dFloat p0[3];
    dFloat p1[3];
    p0[0] = start->x;
    p0[1] = start->y;
    p0[2] = start->z;

    p1[0] = end->x;
    p1[1] = end->y;
    p1[2] = end->z;

    dFloat normal[3];
    int att[1];

    NewtonCollision collideAgainstCollision;

    std::map<Entity *,NewtonCollision *>::const_iterator iter =
    		collisionsMap.find(collideAgainst);
    if(iter != collisionsMap.end()) {
        return NewtonCollisionRayCast( iter->second, p0, p1, normal, att);
    } else {
        cout << "in rayCollideDist(start,end,e) collsion mesh for e not found in (cpp)map" << endl;
    	return -1;
    }
}
Пример #4
0
dFloat CollisionDetection::objRayCollision(  Vector3 *start, Vector3 *end )
{
    dFloat p0[3];
    dFloat p1[3];
    p0[0] = start->x;
    p0[1] = start->y;
    p0[2] = start->z;

    p1[0] = end->x;
    p1[1] = end->y;
    p1[2] = end->z;

    dFloat normal[3];
    int att[1];

    dFloat t =  NewtonCollisionRayCast(objCollision, p0, p1, normal, att);
    //std::cout << "OBJ T: " << t << std::endl;
    return t;
}
	static NewtonBody* CreateHeightFieldTerrain (DemoEntityManager* const scene, int sizeInPowerOfTwos, dFloat cellSize, dFloat elevationScale, dFloat roughness, dFloat maxElevation, dFloat minElevation)
	{
		int size = (1 << sizeInPowerOfTwos) + 1 ;
		dFloat* const elevation = new dFloat [size * size];
		//MakeFractalTerrain (elevation, sizeInPowerOfTwos, elevationScale, roughness, maxElevation, minElevation);
		MakeFractalTerrain (elevation, sizeInPowerOfTwos, elevationScale, roughness, maxElevation, minElevation);

		for (int i = 0; i < 4; i ++) {
			ApplySmoothFilter (elevation, size);
		}
//memset (elevation, 0, size * size * sizeof (dFloat));

		//SetBaseHeight (elevation, size);
		// apply simple calderas
		//		MakeCalderas (elevation, size, maxElevation * 0.7f, maxElevation * 0.1f);

		//	// create the visual mesh
		DemoMesh* const mesh = new DemoMesh ("terrain", elevation, size, cellSize, 1.0f/4.0f, TILE_SIZE);

		DemoEntity* const entity = new DemoEntity(dGetIdentityMatrix(), NULL);
		scene->Append (entity);
		entity->SetMesh(mesh, dGetIdentityMatrix());
		mesh->Release();

		// create the height field collision and rigid body

		// create the attribute map
		int width = size;
		int height = size;
		char* const attibutes = new char [size * size];
		memset (attibutes, 0, width * height * sizeof (char));
		NewtonCollision* collision = NewtonCreateHeightFieldCollision (scene->GetNewton(), width, height, 1, 0, elevation, attibutes, 1.0f, cellSize, 0);


#ifdef USE_STATIC_MESHES_DEBUG_COLLISION
		NewtonStaticCollisionSetDebugCallback (collision, ShowMeshCollidingFaces);
#endif

		NewtonCollisionInfoRecord collisionInfo;
		// keep the compiler happy
		memset (&collisionInfo, 0, sizeof (NewtonCollisionInfoRecord));
		NewtonCollisionGetInfo (collision, &collisionInfo);

		width = collisionInfo.m_heightField.m_width;
		height = collisionInfo.m_heightField.m_height;
		//elevations = collisionInfo.m_heightField.m_elevation;

		dVector boxP0; 
		dVector boxP1; 
		// get the position of the aabb of this geometry
		dMatrix matrix (entity->GetCurrentMatrix());
		NewtonCollisionCalculateAABB (collision, &matrix[0][0], &boxP0.m_x, &boxP1.m_x); 
		matrix.m_posit = (boxP0 + boxP1).Scale (-0.5f);
		matrix.m_posit.m_w = 1.0f;
		//SetMatrix (matrix);
		entity->ResetMatrix (*scene, matrix);

		// create the terrainBody rigid body
		NewtonBody* const terrainBody = NewtonCreateDynamicBody(scene->GetNewton(), collision, &matrix[0][0]);

		// release the collision tree (this way the application does not have to do book keeping of Newton objects
		NewtonDestroyCollision (collision);

		// in newton 300 collision are instance, you need to ready it after you create a body, if you want to male call on the instance
		collision = NewtonBodyGetCollision(terrainBody);


#if 0
		// uncomment this to test horizontal displacement
		unsigned short* const horizontalDisplacemnet = new unsigned short[size * size];
		for (int i = 0; i < size * size; i++) {
			horizontalDisplacemnet[i] = dRand();
		}
		NewtonHeightFieldSetHorizontalDisplacement(collision, horizontalDisplacemnet, 0.02f);
		delete horizontalDisplacemnet;
#endif

		// save the pointer to the graphic object with the body.
		NewtonBodySetUserData (terrainBody, entity);

		// set the global position of this body
		//	NewtonBodySetMatrix (m_terrainBody, &matrix[0][0]); 

		// set the destructor for this object
		//NewtonBodySetDestructorCallback (terrainBody, Destructor);

		// get the position of the aabb of this geometry
		//NewtonCollisionCalculateAABB (collision, &matrix[0][0], &boxP0.m_x, &boxP1.m_x); 

#ifdef USE_TEST_ALL_FACE_USER_RAYCAST_CALLBACK
		// set a ray cast callback for all face ray cast 
		NewtonTreeCollisionSetUserRayCastCallback (collision, AllRayHitCallback);
		
		dVector p0 (0,  100, 0, 0);
		dVector p1 (0, -100, 0, 0);
		dVector normal;
		dLong id;
		dFloat parameter;
		parameter = NewtonCollisionRayCast (collision, &p0[0], &p1[0], &normal[0], &id);
#endif

		delete[] attibutes;
		delete[] elevation;
		return terrainBody;
	}
Пример #6
0
	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
	}