package electrosphere.collision; import java.nio.IntBuffer; import org.joml.Quaterniond; import org.joml.Vector3d; import org.lwjgl.PointerBuffer; import org.lwjgl.assimp.AIFace; import org.lwjgl.assimp.AIMesh; import org.lwjgl.assimp.AIScene; import org.lwjgl.assimp.AIVector3D; import org.ode4j.math.DMatrix3; import org.ode4j.ode.DBody; import org.ode4j.ode.DBox; import org.ode4j.ode.DCapsule; import org.ode4j.ode.DCylinder; import org.ode4j.ode.DGeom; import org.ode4j.ode.DMass; import org.ode4j.ode.DSphere; import org.ode4j.ode.DTriMesh; import electrosphere.entity.types.terrain.TerrainChunkData; /** * Utilities for creating types of rigid bodies */ public class CollisionBodyCreation { //Matrix for correcting initial axis of eg cylinders or capsules //this rotates by 90 degrees along the x axis public static final DMatrix3 AXIS_CORRECTION_MATRIX = new DMatrix3( 1.0000000, 0.0000000, 0.0000000, 0.0000000, 0.0000000, -1.0000000, 0.0000000, 1.0000000, 0.0000000 ); //The width of a plane rigid body //It's really a box under the hood static final double PLANE_WIDTH = 0.3; /** * Creates a plane DBody. Dimensions x and z control the length and width of the plane; * @param dimensions The dimensions of the plane * @return The DBody */ public static DBody createPlaneBody(CollisionEngine collisionEngine, Vector3d dimensions, long categoryBits){ DBox geom = collisionEngine.createCubeGeom(new Vector3d(dimensions.x,PLANE_WIDTH,dimensions.z),categoryBits); return collisionEngine.createDBody(geom); } /** * Creates a cube DBody. Dimensions controlled by the dimensions vector. * @param collisionEngine The collision engine to create the body inside of * @param dimensions The dimensions of the cube * @return The DBody */ public static DBody createCubeBody(CollisionEngine collisionEngine, Vector3d dimensions, long categoryBits){ DBox geom = collisionEngine.createCubeGeom(new Vector3d(dimensions),categoryBits); return collisionEngine.createDBody(geom); } /** * Creates a cylinder DBody. Dimensions controlled by the dimensions vector. * @param collisionEngine The collision engine to create the body inside of * @param dimensions The dimensions of the cube * @return The DBody */ public static DBody createCylinderBody(CollisionEngine collisionEngine, double radius, double length, long categoryBits){ DCylinder geom = collisionEngine.createCylinderGeom(radius,length,categoryBits); DBody returnBody = collisionEngine.createDBody(geom); collisionEngine.setOffsetRotation(geom); //ode4j required geom to already be on body before rotating for some reason return returnBody; } /** * Creates a sphere body in the collision engine * @param collisionEngine The collision engine * @param radius The radius of the sphere * @return The DBody */ public static DBody createSphereBody(CollisionEngine collisionEngine, double radius, long categoryBits){ DSphere geom = collisionEngine.createSphereGeom(radius,categoryBits); return collisionEngine.createDBody(geom); } /** * Creates a capsule body in the collision engine * @param collisionEngine The collision engine * @param length The length of the capsule (not including round part at ends) * @param radius The radius of the sphere * @return The DBody */ public static DBody createCapsuleBody(CollisionEngine collisionEngine, double length, double radius, long categoryBits){ DCapsule geom = collisionEngine.createCapsuleGeom(radius,length,categoryBits); return collisionEngine.createDBody(geom); } /** * Creates a dbody with existing shapes that are provided * @param collisionEngine the collision engine to create it in * @param geoms the geometries to attach * @return the dbody */ public static DBody createBodyWithShapes(CollisionEngine collisionEngine, DGeom ... geoms){ return collisionEngine.createDBody(geoms); } /** * Creates a sphere shape * @param collisionEngine the collision engine * @param radius the radius of the sphere * @param categoryBits the category bits for the shape * @return the sphere shape */ public static DSphere createShapeSphere(CollisionEngine collisionEngine, double radius, long categoryBits){ return collisionEngine.createSphereGeom(radius, categoryBits); } /** * Creates a capsule shape * @param collisionEngine The collision engine * @param radius the radius of the capsule * @param length the length of the capsule * @param categoryBits the category bits for the shape * @return the capsule shape */ public static DCapsule createCapsuleShape(CollisionEngine collisionEngine, double radius, double length, long categoryBits){ return collisionEngine.createCapsuleGeom(radius, length, categoryBits); } /** * Sets the mass on the dbody * @param collisionEngine The collision engine * @param body The body * @param mass The mass value * @param radius The radius of the cylinder * @param length The length of the cylinder * @return The DMass object */ public static DMass setCylinderMass(CollisionEngine collisionEngine, DBody body, double mass, double radius, double length, Vector3d offset, Quaterniond rotation){ return collisionEngine.createCylinderMass(mass, radius, length, body, offset, rotation); } /** * Sets the mass on the dbody * @param collisionEngine The collision engine * @param body The body * @param mass The mass value * @param dims The dimensions of the box * @return The DMass object */ public static DMass setBoxMass(CollisionEngine collisionEngine, DBody body, double mass, Vector3d dims, Vector3d offset, Quaterniond rotation){ return collisionEngine.createBoxMass(mass, dims, body, offset, rotation); } /** * Sets the mass on the dbody * @param collisionEngine The collision engine * @param body The body * @param mass The mass value * @param radius The radius of the capsule * @param length The length of the capsule * @return The DMass object */ public static DMass setCapsuleMass(CollisionEngine collisionEngine, DBody body, double mass, double radius, double length, Vector3d offset, Quaterniond rotation){ return collisionEngine.createCapsuleMass(mass, radius, length, body, offset, rotation); } /** * Sets the autodisable flags on the body * @param collisionEngine The collision engine * @param body The body * @param autoDisable true to autodisable, false otherwise * @param linearThreshold the linear velocity threshold to disable under * @param angularThreshold the angular velocity threshold to disable under * @param steps the number of simulation steps below thresholds before autodisable */ public static void setAutoDisable(CollisionEngine collisionEngine, DBody body, boolean autoDisable, double linearThreshold, double angularThreshold, int steps){ collisionEngine.setAutoDisableFlags(body, autoDisable, linearThreshold, angularThreshold, steps); } /** * Sets the damping for the body * @param collisionEngine The collision engine * @param body The body * @param linearDamping The linear damping * @param angularDamping The angular damping */ public static void setDamping(CollisionEngine collisionEngine, DBody body, double linearDamping, double angularDamping){ collisionEngine.setDamping(body, linearDamping, angularDamping); } /** * Sets the provided body to be a kinematic body (no gravity applied) * @param collisionEngine The collision engine * @param body The body */ public static void setKinematic(CollisionEngine collisionEngine, DBody body){ collisionEngine.setKinematic(body); } /** * Sets the gravity mode of the body * @param collisionEngine the collision engine * @param body the body * @param gravityMode the gravity mode value */ public static void setGravityMode(CollisionEngine collisionEngine, DBody body, boolean gravityMode){ collisionEngine.setGravityMode(body, gravityMode); } /** * Sets the offset position of the first geometry in a given body * @param collisionEngine The collision engine * @param body The body * @param offsetPosition The position to offset the first geometry by */ public static void setOffsetPosition(CollisionEngine collisionEngine, DBody body, Vector3d offsetPosition){ collisionEngine.setOffsetPosition(body, offsetPosition); } /** * Removes a geom from a body * @param collisionEngine the collision engine * @param body the body * @param geom the geometry */ public static void removeShapeFromBody(CollisionEngine collisionEngine, DBody body, DGeom geom){ collisionEngine.removeGeometryFromBody(body, geom); } /** * Destroys a geometry * @param collisionEngine The collision engine * @param geom the geometry */ public static void destroyShape(CollisionEngine collisionEngine, DGeom geom){ collisionEngine.destroyGeom(geom); } /** * Attaches a geom to a body * @param collisionEngine the collision engine * @param body the body * @param geom the geometry */ public static void attachGeomToBody(CollisionEngine collisionEngine, DBody body, DGeom geom){ collisionEngine.attachGeomToBody(body, geom); } /** * Creates an ode DBody from a terrain chunk data object * @param data The terrain data * @return The DBody */ public static DBody generateBodyFromTerrainData(CollisionEngine collisionEngine, TerrainChunkData data, long categoryBits){ DBody body = null; int elementCount = data.getFaceElements().size(); float[] vertices = new float[elementCount * 3]; int vertexInserterPos = 0; int[] indices = new int[elementCount]; int indexInserterPos = 0; for(int element : data.getFaceElements()){ //add a new vertex vertices[vertexInserterPos*3+0] = data.getVertices().get(element*3+0); vertices[vertexInserterPos*3+1] = data.getVertices().get(element*3+1); vertices[vertexInserterPos*3+2] = data.getVertices().get(element*3+2); vertexInserterPos = vertexInserterPos + 1; //push faces -- instead of pushing the element directly, instead use the incrementer because we want to draw a new vertex //there should be no vertex-sharing between triangles. This keeps the meshes from blurring texture/lighting indices[indexInserterPos] = indexInserterPos; indexInserterPos++; } //create trimesh if(vertices.length > 0){ DTriMesh triMesh = collisionEngine.createTrimeshGeom(vertices,indices,categoryBits); body = collisionEngine.createDBody(triMesh); collisionEngine.setKinematic(body); collisionEngine.setGravityMode(body, false); } return body; } /** * Generates a body from an AIScene * @param scene The AIScene to generate a rigid body off of * @return A rigid body based on the AIScene */ public static DBody generateRigidBodyFromAIScene(CollisionEngine collisionEngine, AIScene scene, long categoryBits){ DBody body = collisionEngine.createDBody((DGeom[])null); PointerBuffer meshesBuffer = scene.mMeshes(); while(meshesBuffer.hasRemaining()){ float[] verts; int numVertices; int[] indices; int numTriangles; AIMesh aiMesh = AIMesh.create(meshesBuffer.get()); //allocate array for vertices numVertices = aiMesh.mNumVertices(); verts = new float[numVertices * 3]; //read vertices AIVector3D.Buffer vertexBuffer = aiMesh.mVertices(); int vertPos = 0; while(vertexBuffer.hasRemaining()){ AIVector3D vector = vertexBuffer.get(); verts[vertPos+0] = vector.x(); verts[vertPos+1] = vector.y(); verts[vertPos+2] = vector.z(); vertPos = vertPos + 3; } numTriangles = aiMesh.mNumFaces(); indices = new int[numTriangles * 3]; int indicesPos = 0; //read faces AIFace.Buffer faceBuffer = aiMesh.mFaces(); while(faceBuffer.hasRemaining()){ AIFace currentFace = faceBuffer.get(); IntBuffer indexBuffer = currentFace.mIndices(); while(indexBuffer.hasRemaining()){ int index = indexBuffer.get(); indices[indicesPos] = index; indicesPos++; } } DTriMesh meshGeom = collisionEngine.createTrimeshGeom(verts, indices,categoryBits); meshGeom.setBody(body); } return body; } }