Fix scene collision mesh generation
This commit is contained in:
parent
ac2d76cd01
commit
478acb1f54
@ -30,6 +30,16 @@
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}
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}
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}
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},
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{
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"objectId" : "geometrytest1",
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"modelPath" : "Models/geometry1.fbx",
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"tokens" : [
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"DISABLE_COLLISION_REACTION",
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"GENERATE_COLLISION_TERRAIN"
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],
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"collidable": null,
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"graphicsTemplate": null
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}
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],
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BIN
assets/Models/geometry1.fbx
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BIN
assets/Models/geometry1.fbx
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Binary file not shown.
Binary file not shown.
@ -3,9 +3,9 @@
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{
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"type": "object",
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"subtype": "terrain1",
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"posX": 3,
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"posY": 5,
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"posZ": 5,
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"posX": 2,
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"posY": 1,
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"posZ": 2,
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"rotX": -0.7071068,
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"rotY": 0,
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"rotZ": 0,
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@ -761,11 +761,11 @@ public class LoadingThread extends Thread {
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// EntityUtils.getPosition(myCube).set(3,1,3);
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//work on smoke shader
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Entity myCube = EntityUtils.spawnDrawableEntity("Models/unitcube.fbx");
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EntityUtils.getActor(myCube).maskShader("Cube", "Shaders/smoke1/smoke1.vs", "Shaders/smoke1/smoke1.fs");
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Globals.assetManager.addShaderToQueue("Shaders/smoke1/smoke1.vs", "Shaders/smoke1/smoke1.fs");
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myCube.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
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EntityUtils.getPosition(myCube).set(3,1,3);
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// Entity myCube = EntityUtils.spawnDrawableEntity("Models/unitcube.fbx");
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// EntityUtils.getActor(myCube).maskShader("Cube", "Shaders/smoke1/smoke1.vs", "Shaders/smoke1/smoke1.fs");
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// Globals.assetManager.addShaderToQueue("Shaders/smoke1/smoke1.vs", "Shaders/smoke1/smoke1.fs");
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// myCube.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
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// EntityUtils.getPosition(myCube).set(3,1,3);
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SceneLoader loader = new SceneLoader();
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loader.serverInstantiateSceneFile("Scenes/testscene1/testscene1.json");
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@ -56,7 +56,7 @@ public class AssetManager {
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if(physicsMeshesToLoad.contains(currentPath)){
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//create physics
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physicsMeshesToLoad.remove(currentPath);
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physicsMeshesLoadedIntoMemory.put(currentPath,PhysicsUtils.generateRigidBodyFromAISCene(scene));
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physicsMeshesLoadedIntoMemory.put(currentPath,PhysicsUtils.generateRigidBodyFromAIScene(scene));
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}
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}
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for(String currentPath : texturesInQueue){
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@ -282,7 +282,19 @@ public class AssetManager {
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//
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//COLLISION MESH
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//
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public void addCollisionMeshToQueue(String path){
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if(!physicsMeshesToLoad.contains(path) && !physicsMeshesLoadedIntoMemory.containsKey(path)){
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physicsMeshesToLoad.add(path);
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}
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}
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public CollisionObject fetchCollisionObject(String path){
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return physicsMeshesLoadedIntoMemory.get(path);
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}
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@ -169,6 +169,37 @@ public class CollisionObjUtils {
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return rVal;
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}
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/**
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* Attach a collision object to a provided entity
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* @param entity The entity to attach a collision object to
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* @param collisionObject The jBulletF collision object to attach to the entity
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* @param mass The mass of the collidable
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* @param collidableType The type of collidable we are attaching. For instance, "Terrain", "Creature", "Item", etc. Refer to Collidable class for options.
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*/
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public static void attachCollisionObjectToEntity(Entity entity, CollisionObject collisionObject, float mass, String collidableType){
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Vector3d position = EntityUtils.getPosition(entity);
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Vector3f scale = EntityUtils.getScale(entity);
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Collidable collidable = new Collidable(entity, collidableType);
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Globals.collisionEngine.registerCollisionObject(collisionObject, collidable);
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Globals.collisionEngine.registerPhysicsEntity(entity);
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entity.putData(EntityDataStrings.PHYSICS_COLLISION_BODY, collisionObject);
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//update world transform of collision object
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positionCharacter(entity,position);
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entity.putData(EntityDataStrings.COLLISION_ENTITY_COLLISION_OBJECT, collisionObject);
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entity.putData(EntityDataStrings.COLLISION_ENTITY_COLLIDABLE, collidable);
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entity.putData(EntityDataStrings.PHYSICS_MASS, mass);
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//inertia tensor
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//https://scienceworld.wolfram.com/physics/MomentofInertiaCylinder.html
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Matrix4f inertiaTensor = new Matrix4f();
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inertiaTensor.m00(mass * scale.y * scale.y / 12.0f + mass * scale.x * scale.x / 4.0f);
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inertiaTensor.m11(mass * scale.y * scale.y / 12.0f + mass * scale.x * scale.x / 4.0f);
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inertiaTensor.m22(mass * scale.x * scale.x / 2.0f);
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entity.putData(EntityDataStrings.PHYSICS_INVERSE_INERTIA_TENSOR, inertiaTensor.invert());
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}
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public static CollisionObject getCollisionBody(Entity e){
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return (CollisionObject)e.getData(EntityDataStrings.PHYSICS_COLLISION_BODY);
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@ -7,6 +7,7 @@ import electrosphere.collision.dispatch.CollisionObject;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.state.BehaviorTree;
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import electrosphere.entity.state.IdleTree;
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import electrosphere.entity.state.collidable.CollidableTree;
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import electrosphere.entity.state.gravity.GravityTree;
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@ -36,8 +37,25 @@ public class ObjectUtils {
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case "DISABLE_COLLISION_REACTION": {
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collisionMakeDynamic = false;
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} break;
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case "GENERATE_COLLISION_OBJECT": {
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Globals.assetManager.addCollisionMeshToQueue(rawType.getModelPath());
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Globals.entityManager.registerBehaviorTree(new BehaviorTree() {public void simulate() {
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CollisionObject collisionObject = Globals.assetManager.fetchCollisionObject(rawType.getModelPath());
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if(collisionObject != null){
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Globals.entityManager.removeBehaviorTree(this);
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CollisionObjUtils.attachCollisionObjectToEntity(rVal, collisionObject, 0, Collidable.TYPE_OBJECT);
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}
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}});
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} break;
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case "GENERATE_COLLISION_TERRAIN": {
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Globals.assetManager.addCollisionMeshToQueue(rawType.getModelPath());
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Globals.entityManager.registerBehaviorTree(new BehaviorTree() {public void simulate() {
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CollisionObject collisionObject = Globals.assetManager.fetchCollisionObject(rawType.getModelPath());
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if(collisionObject != null){
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Globals.entityManager.removeBehaviorTree(this);
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CollisionObjUtils.attachCollisionObjectToEntity(rVal, collisionObject, 0, Collidable.TYPE_TERRAIN);
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}
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}});
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} break;
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}
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}
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@ -178,32 +178,54 @@ public class PhysicsUtils {
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}
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public static RigidBody generateRigidBodyFromAISCene(AIScene scene){
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Vector3d position = EntityUtils.getPosition(terrain);
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int arrayLength = heightfield.length;
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int arrayWidth = heightfield[0].length;
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//
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// This has to use arrays and I have no fucking clue why
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// If you buffer one at a time it just breaks???????????
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//
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/**
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* Generates a rigid body from an AIScene
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* @param scene The AIScene to generate a rigid body off of
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* @return A rigid body based on the AIScene
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*/
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public static RigidBody generateRigidBodyFromAIScene(AIScene scene){
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//was 0.08
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float collisionMargin = 0.08f;
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/*
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Traditional buffer code not working for some reason
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the approach of
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https://stackoverflow.com/questions/40855945/lwjgl-mesh-to-jbullet-collider
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works much better
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IDK why
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*/
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
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electrosphere.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new electrosphere.collision.shapes.TriangleIndexVertexArray();
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PointerBuffer meshesBuffer = scene.mMeshes();
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while(meshesBuffer.hasRemaining()){
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AIMesh aiMesh = AIMesh.create(meshesBuffer.get());
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//create indexed mesh
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/IndexedMesh.html
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electrosphere.collision.shapes.IndexedMesh indexedMesh = new electrosphere.collision.shapes.IndexedMesh();
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//allocate buffer for vertices
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indexedMesh.vertexBase = ByteBuffer.allocateDirect(aiMesh.mNumVertices()*3*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.numVertices = aiMesh.mNumVertices();
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indexedMesh.vertexStride = 3 * Float.BYTES;
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float[] verts = new float[indexedMesh.numVertices * 3];
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//read vertices
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AIVector3D.Buffer vertexBuffer = aiMesh.mVertices();
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int vertPos = 0;
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while(vertexBuffer.hasRemaining()){
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vertexBuffer.get();
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// numVertices++;
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AIVector3D vector = vertexBuffer.get();
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verts[vertPos+0] = vector.x();
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verts[vertPos+1] = vector.y();
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verts[vertPos+2] = vector.z();
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vertPos = vertPos + 3;
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}
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indexedMesh.vertexBase.asFloatBuffer().put(verts);
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//allocate buffer for indices
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indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(aiMesh.mNumFaces()*3*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.numTriangles = aiMesh.mNumFaces();
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indexedMesh.triangleIndexStride = 3 * Float.BYTES;
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int[] indices = new int[indexedMesh.numTriangles * 3];
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int indicesPos = 0;
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//read faces
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AIFace.Buffer faceBuffer = aiMesh.mFaces();
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while(faceBuffer.hasRemaining()){
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@ -211,85 +233,19 @@ public class PhysicsUtils {
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IntBuffer indexBuffer = currentFace.mIndices();
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while(indexBuffer.hasRemaining()){
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int index = indexBuffer.get();
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indices[indicesPos] = index;
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indicesPos++;
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}
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}
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}
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int numberTriangles = (arrayLength - 1) * (arrayWidth - 1) * 2;
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int triangleStride = 0;
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int numberVertices = arrayLength * arrayWidth;
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int vertexStride = 0;
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float[] vertices = new float[numberVertices * 3];
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int vertexInserterPos = 0;
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int[] indices = new int[numberTriangles * 3];
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int indexInserterPos = 0;
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for(int x = 0; x < arrayLength; x++){
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for(int y = 0; y < arrayWidth; y++){
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vertices[vertexInserterPos] = x;
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vertexInserterPos++;
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vertices[vertexInserterPos] = heightfield[x][y] - collisionMargin;
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vertexInserterPos++;
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vertices[vertexInserterPos] = y;
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vertexInserterPos++;
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if(x < arrayLength - 1 && y < arrayWidth - 1){
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//if we should also add a triangle index
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/*
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as copied from ModelUtil's terrain mesh generation function
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faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
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*/
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 1);
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indexInserterPos++;
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}
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}
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}
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javax.vecmath.Vector3f aabbMin = new javax.vecmath.Vector3f();
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javax.vecmath.Vector3f aabbMax = new javax.vecmath.Vector3f();
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/IndexedMesh.html
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electrosphere.collision.shapes.IndexedMesh indexedMesh = new electrosphere.collision.shapes.IndexedMesh();
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indexedMesh.numTriangles = indices.length / 3;
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indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
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indexedMesh.triangleIndexStride = 3 * Float.BYTES;
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indexedMesh.numVertices = vertices.length / 3;
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indexedMesh.vertexBase = ByteBuffer.allocateDirect(vertices.length*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.vertexBase.asFloatBuffer().put(vertices);
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indexedMesh.vertexStride = 3 * Float.BYTES;
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
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electrosphere.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new electrosphere.collision.shapes.TriangleIndexVertexArray();
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triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
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indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
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//push indexed mesh into triangle index array
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triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
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// triangleIndexArray.calculateAabbBruteForce(aabbMin, aabbMax);
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}
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@ -302,22 +258,16 @@ public class PhysicsUtils {
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//uncomment if we start falling through things again
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terrainShape.setMargin(collisionMargin);
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DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,0,0,1),new javax.vecmath.Vector3f((float)position.x,(float)position.y,(float)position.z),1.0f)));
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// terrainShape.localGetSupportingVertex(new javax.vecmath.Vector3f(1,0,0), aabbMin);
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// terrainShape.recalcLocalAabb();
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// terrainShape.getLocalAabbMin(aabbMin);
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// terrainShape.getLocalAabbMax(aabbMax);
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DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,0,0,1),new javax.vecmath.Vector3f(0,0,0),1.0f)));
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RigidBodyConstructionInfo terrainRigidBodyCI = new RigidBodyConstructionInfo(0, defaultMotionState, terrainShape);
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RigidBody terrainRigidBody = new RigidBody(terrainRigidBodyCI);
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// terrainRigidBody.setFriction(1f);
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Globals.collisionEngine.registerCollisionObject(terrainRigidBody, new Collidable(terrain,Collidable.TYPE_TERRAIN));
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// terrainRigidBody.getAabb(aabbMin, aabbMax);
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//
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// System.out.println("aabbMin: " + aabbMin + " aabbMax: " + aabbMax);
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terrain.putData(EntityDataStrings.PHYSICS_COLLISION_BODY, terrainRigidBody);
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return terrainRigidBody;
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}
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@ -11,6 +11,7 @@ import org.lwjgl.glfw.GLFWErrorCallback;
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import electrosphere.audio.AudioEngine;
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import electrosphere.auth.AuthenticationManager;
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import electrosphere.collision.dispatch.CollisionObject;
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import electrosphere.controls.CameraHandler;
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import electrosphere.controls.ControlCallback;
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import electrosphere.controls.ControlHandler;
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@ -223,7 +224,6 @@ public class Globals {
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//
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//Engine - Main managers/variables
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//
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Block a user