Renderer/src/main/java/electrosphere/game/collision/PhysicsUtils.java
2021-07-20 00:19:07 -04:00

362 lines
17 KiB
Java

package electrosphere.game.collision;
import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.collision.shapes.BoxShape;
import com.bulletphysics.collision.shapes.BvhTriangleMeshShape;
import com.bulletphysics.collision.shapes.CylinderShape;
import com.bulletphysics.collision.shapes.IndexedMesh;
import com.bulletphysics.collision.shapes.TriangleIndexVertexArray;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.dynamics.RigidBodyConstructionInfo;
import com.bulletphysics.linearmath.DefaultMotionState;
import com.bulletphysics.linearmath.Transform;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityUtils;
import electrosphere.game.collision.collidable.Collidable;
import electrosphere.main.Globals;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
*
* @author amaterasu
*/
public class PhysicsUtils {
/**
* Constructor for rigid body:
* http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/CylinderShape.html
* Creates a sphere where the dimensions are twice the size of the vector passed in
* ie diameter = x * 2 or z * 2
* @param entity
* @param halfDimensions
*/
public static void attachCylinderRigidBody(Entity entity, Vector3f halfDimensions){
new com.bulletphysics.collision.shapes.CylinderShape(new javax.vecmath.Vector3f(halfDimensions.x,halfDimensions.y,halfDimensions.z));
}
public static RigidBody attachTerrainRigidBody(Entity terrain, float[][] heightfield){
Vector3f position = EntityUtils.getPosition(terrain);
int arrayLength = heightfield.length;
int arrayWidth = heightfield[0].length;
/*
Traditional buffer code not working for some reason
the approach of
https://stackoverflow.com/questions/40855945/lwjgl-mesh-to-jbullet-collider
works much better
IDK why
*/
int numberTriangles = (arrayLength - 1) * (arrayWidth - 1) * 2;
int triangleStride = 0;
int numberVertices = arrayLength * arrayWidth;
int vertexStride = 0;
float[] vertices = new float[numberVertices * 3];
int vertexInserterPos = 0;
int[] indices = new int[numberTriangles * 3];
int indexInserterPos = 0;
for(int x = 0; x < arrayLength; x++){
for(int y = 0; y < arrayWidth; y++){
vertices[vertexInserterPos] = x;
vertexInserterPos++;
vertices[vertexInserterPos] = heightfield[x][y] - 0.4f;
vertexInserterPos++;
vertices[vertexInserterPos] = y;
vertexInserterPos++;
if(x < arrayLength - 1 && y < arrayWidth - 1){
//if we should also add a triangle index
/*
as copied from ModelUtil's terrain mesh generation function
faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
*/
indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 0);
indexInserterPos++;
indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
indexInserterPos++;
indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
indexInserterPos++;
indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
indexInserterPos++;
indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
indexInserterPos++;
indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 1);
indexInserterPos++;
}
}
}
javax.vecmath.Vector3f aabbMin = new javax.vecmath.Vector3f();
javax.vecmath.Vector3f aabbMax = new javax.vecmath.Vector3f();
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/IndexedMesh.html
com.bulletphysics.collision.shapes.IndexedMesh indexedMesh = new com.bulletphysics.collision.shapes.IndexedMesh();
indexedMesh.numTriangles = indices.length / 3;
indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
indexedMesh.triangleIndexStride = 3 * Float.BYTES;
indexedMesh.numVertices = vertices.length / 3;
indexedMesh.vertexBase = ByteBuffer.allocateDirect(vertices.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.vertexBase.asFloatBuffer().put(vertices);
indexedMesh.vertexStride = 3 * Float.BYTES;
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
com.bulletphysics.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new com.bulletphysics.collision.shapes.TriangleIndexVertexArray();
triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
// triangleIndexArray.calculateAabbBruteForce(aabbMin, aabbMax);
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html
com.bulletphysics.collision.shapes.BvhTriangleMeshShape terrainShape = new com.bulletphysics.collision.shapes.BvhTriangleMeshShape(
triangleIndexArray,
true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
);
// terrainShape.localGetSupportingVertex(new javax.vecmath.Vector3f(1,0,0), aabbMin);
// terrainShape.recalcLocalAabb();
// terrainShape.getLocalAabbMin(aabbMin);
// terrainShape.getLocalAabbMax(aabbMax);
DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,0,0,1),new javax.vecmath.Vector3f(position.x,position.y,position.z),1.0f)));
RigidBodyConstructionInfo terrainRigidBodyCI = new RigidBodyConstructionInfo(0, defaultMotionState, terrainShape);
RigidBody terrainRigidBody = new RigidBody(terrainRigidBodyCI);
terrainRigidBody.setFriction(1f);
Globals.collisionEngine.registerCollisionObject(terrainRigidBody, new Collidable(terrain,Collidable.TYPE_TERRAIN));
// terrainRigidBody.getAabb(aabbMin, aabbMax);
// System.out.println("aabbMin: " + aabbMin + " aabbMax: " + aabbMax);
terrain.putData(EntityDataStrings.PHYSICS_COLLISION_BODY, terrainRigidBody);
return terrainRigidBody;
}
public static void addTestPlaneRigidBody(){
/*
Traditional buffer code not working for some reason
the approach of
https://stackoverflow.com/questions/40855945/lwjgl-mesh-to-jbullet-collider
works much better
IDK why
*/
int[] indices = {
0, 1, 3,
1, 2, 3
};
float[] coords = {
0, 0, 0,
100, 0, 0,
0, 0, 100,
100, 0, 100
};
IndexedMesh indexedMesh = new IndexedMesh();
indexedMesh.numTriangles = indices.length / 3;
indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
indexedMesh.triangleIndexStride = 3 * Float.BYTES;
indexedMesh.numVertices = coords.length / 3;
indexedMesh.vertexBase = ByteBuffer.allocateDirect(coords.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.vertexBase.asFloatBuffer().put(coords);
indexedMesh.vertexStride = 3 * Float.BYTES;
javax.vecmath.Vector3f aabbMin = new javax.vecmath.Vector3f();
javax.vecmath.Vector3f aabbMax = new javax.vecmath.Vector3f();
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
com.bulletphysics.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new com.bulletphysics.collision.shapes.TriangleIndexVertexArray(
// numberTriangles,
// triangleData,
// triangleStride,
// numberVertices,
// vertexData,
// vertexStride
);
triangleIndexArray.addIndexedMesh(indexedMesh);
// triangleIndexArray.setScaling(new javax.vecmath.Vector3f(1.0f,1.0f,1.0f));
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html
com.bulletphysics.collision.shapes.BvhTriangleMeshShape terrainShape = new com.bulletphysics.collision.shapes.BvhTriangleMeshShape(
triangleIndexArray,
true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
);
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)));
RigidBodyConstructionInfo terrainRigidBodyCI = new RigidBodyConstructionInfo(0, defaultMotionState, terrainShape);
RigidBody terrainRigidBody = new RigidBody(terrainRigidBodyCI);
// Globals.collisionEngine.registerCollisionObject(terrainRigidBody, new Collidable(terrain,Collidable.TYPE_TERRAIN));
terrainRigidBody.getAabb(aabbMin, aabbMax);
}
public static Vector3f getRigidBodyPosition(CollisionObject body){
javax.vecmath.Vector3f transform = new javax.vecmath.Vector3f(0,0,0);
body.getWorldTransform(new com.bulletphysics.linearmath.Transform()).transform(transform);
// body.getMotionState().getWorldTransform(new com.bulletphysics.linearmath.Transform()).transform(transform);
return vecmathToJomlVector3f(transform);
}
public static Quaternionf getRigidBodyRotation(RigidBody body){
return vecmathtoJomlQuaternionf(body.getMotionState().getWorldTransform(new com.bulletphysics.linearmath.Transform()).getRotation(new javax.vecmath.Quat4f()));
}
public static Vector3f vecmathToJomlVector3f(javax.vecmath.Vector3f vector){
return new Vector3f(vector.x,vector.y,vector.z);
}
public static Quaternionf vecmathtoJomlQuaternionf(javax.vecmath.Quat4f quaternion){
return new Quaternionf(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
}
public static javax.vecmath.Vector3f jomlToVecmathVector3f(Vector3f vector){
return new javax.vecmath.Vector3f(vector.x, vector.y, vector.z);
}
public static javax.vecmath.Quat4f jomlToVecmathQuaternionf(Quaternionf quaternion){
return new javax.vecmath.Quat4f(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
}
public static void setRigidBodyTransform(Vector3f position, Quaternionf rotation, CollisionObject body){
com.bulletphysics.linearmath.Transform transform = new com.bulletphysics.linearmath.Transform();
javax.vecmath.Matrix4f transformMatrix = new javax.vecmath.Matrix4f();
transformMatrix.setIdentity();
transformMatrix.setTranslation(new javax.vecmath.Vector3f(position.x, position.y, position.z));
transformMatrix.setRotation(new javax.vecmath.Quat4f(rotation.x,rotation.y,rotation.z,rotation.w));
transform.set(transformMatrix);
//https://docs.oracle.com/cd/E17802_01/j2se/javase/technologies/desktop/java3d/forDevelopers/j3dapi/javax/vecmath/Quat4f.html
//constructor is x,y,z,w
// transform.setRotation(new javax.vecmath.Quat4f(rotation.x,rotation.y,rotation.z,rotation.w));
body.setWorldTransform(transform);
}
// public static RigidBody getUnitCylinderRigidBody(float mass){
// CylinderShape cylinderShape = new CylinderShape(jomlToVecmathVector3f(new Vector3f(1.0f,1.0f,1.0f)));
// DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,1,0,1),new javax.vecmath.Vector3f(0,0,0),1.0f)));
// RigidBodyConstructionInfo cylinderRigidBodyCI = new RigidBodyConstructionInfo(mass, defaultMotionState, cylinderShape);
// RigidBody cylinderRigidBody = new RigidBody(cylinderRigidBodyCI);
//// cylinderRigidBody.setMassProps(mass, PhysicsUtils.jomlToVecmathVector3f(new Vector3f(1.0f,1.0f,1.0f)));
// cylinderRigidBody.clearForces();
// return cylinderRigidBody;
// }
public static CollisionObject getCylinderBody(float mass, Vector3f dimensions){
CylinderShape cylinderShape = new CylinderShape(jomlToVecmathVector3f(dimensions));
// DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,1,0,1),new javax.vecmath.Vector3f(0,0,0),1.0f)));
// RigidBodyConstructionInfo cylinderRigidBodyCI = new RigidBodyConstructionInfo(mass, defaultMotionState, cylinderShape);
// RigidBody cylinderRigidBody = new RigidBody(cylinderRigidBodyCI);
CollisionObject cylinderCollisionObject = new CollisionObject();
cylinderCollisionObject.setCollisionShape(cylinderShape);
// cylinderRigidBody.setAngularFactor(1.0f);
// cylinderRigidBody.setFriction(0.8f);
return cylinderCollisionObject;
}
public static CollisionObject getPlaneObject(Vector3f dimensions){
int[] indices = {
0, 1, 2,
1, 2, 3
};
float[] coords = {
-1 * dimensions.x, 0, -1 * dimensions.z,
1 * dimensions.x, 0, -1 * dimensions.z,
-1 * dimensions.x, 0, 1 * dimensions.z,
1 * dimensions.x, 0, 1 * dimensions.z
};
IndexedMesh indexedMesh = new IndexedMesh();
indexedMesh.numTriangles = indices.length / 3;
indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
indexedMesh.triangleIndexStride = 3 * Float.BYTES;
indexedMesh.numVertices = coords.length / 3;
indexedMesh.vertexBase = ByteBuffer.allocateDirect(coords.length*Float.BYTES).order(ByteOrder.nativeOrder());
indexedMesh.vertexBase.asFloatBuffer().put(coords);
indexedMesh.vertexStride = 3 * Float.BYTES;
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
TriangleIndexVertexArray triangleIndexArray = new TriangleIndexVertexArray();
triangleIndexArray.addIndexedMesh(indexedMesh);
// triangleIndexArray.setScaling(new javax.vecmath.Vector3f(1.0f,1.0f,1.0f));
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html
BvhTriangleMeshShape planeShape = new BvhTriangleMeshShape(
triangleIndexArray,
true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
);
CollisionObject planeCollisionObject = new CollisionObject();
planeCollisionObject.setCollisionShape(planeShape);
return planeCollisionObject;
}
public static CollisionObject getCubeObject(Vector3f dimensions){
BoxShape boxShape = new BoxShape(jomlToVecmathVector3f(dimensions));
CollisionObject boxCollisionObject = new CollisionObject();
boxCollisionObject.setCollisionShape(boxShape);
return boxCollisionObject;
}
}