CollisionShapeFactory improvement: detects boxes & makes BoxCollisionShapes

Hey guys,

I’m not sure everyone would use this change, so I’m not checking it into the SVN (unless people want it). Basically, I made the createMeshShape call look for AbstractBoxes, and if they exist, it makes a solid BoxCollisionShape instead of a MeshCollisionShape (with thin faces). This may improve performance and physics behavior with basic boxes among other non-boxes. The only situation I can think of that this would cause undesirable behavior is if someone wanted a hollow Box to place physics object inside… anyway, here is the code (which works for 3089 so far, but isn’t completely tested):

[java]/*

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    */
    package com.jme3.bullet.util;

import com.jme3.bounding.BoundingBox;
import com.jme3.bullet.collision.shapes.;
import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
import com.jme3.math.Matrix3f;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.scene.
;
import com.jme3.scene.shape.AbstractBox;
import com.jme3.terrain.geomipmap.TerrainPatch;
import com.jme3.terrain.geomipmap.TerrainQuad;
import java.util.Iterator;
import java.util.LinkedList;

/**
*

  • @author normenhansen, tim8dev
    */
    public class CollisionShapeFactory {

    /**

    • returns the correct transform for a collisionshape in relation
    • to the ancestor for which the collisionshape is generated
    • @param spat
    • @param parent
    • @return
      */
      private static Transform getTransform(Spatial spat, Spatial parent) {
      Transform shapeTransform = new Transform();
      Spatial parentNode = spat.getParent() != null ? spat.getParent() : spat;
      Spatial currentSpatial = spat;
      //if we have parents combine their transforms
      while (parentNode != null) {
      if (parent == currentSpatial) {
      //real parent -> only apply scale, not transform
      Transform trans = new Transform();
      trans.setScale(currentSpatial.getLocalScale());
      shapeTransform.combineWithParent(trans);
      parentNode = null;
      } else {
      shapeTransform.combineWithParent(currentSpatial.getLocalTransform());
      parentNode = currentSpatial.getParent();
      currentSpatial = parentNode;
      }
      }
      return shapeTransform;
      }

    private static CompoundCollisionShape createCompoundShape(Node realRootNode,
    Node rootNode, CompoundCollisionShape shape, boolean meshAccurate, boolean dynamic) {
    for (Spatial spatial : rootNode.getChildren()) {
    if (spatial instanceof TerrainQuad) {
    Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
    if (bool != null && bool.booleanValue()) {
    continue; // go to the next child in the loop
    }
    TerrainQuad terrain = (TerrainQuad) spatial;
    Transform trans = getTransform(spatial, realRootNode);
    shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), trans.getScale()),
    trans.getTranslation(),
    trans.getRotation().toRotationMatrix());
    } else if (spatial instanceof Node) {
    createCompoundShape(realRootNode, (Node) spatial, shape, meshAccurate, dynamic);
    } else if (spatial instanceof TerrainPatch) {
    Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
    if (bool != null && bool.booleanValue()) {
    continue; // go to the next child in the loop
    }
    TerrainPatch terrain = (TerrainPatch) spatial;
    Transform trans = getTransform(spatial, realRootNode);
    shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale()),
    trans.getTranslation(),
    trans.getRotation().toRotationMatrix());
    } else if (spatial instanceof Geometry) {
    Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
    if (bool != null && bool.booleanValue()) {
    continue; // go to the next child in the loop
    }

             if (meshAccurate) {
                 CollisionShape childShape = dynamic
                         ? createSingleDynamicMeshShape((Geometry) spatial, realRootNode)
                         : createSingleMeshShape((Geometry) spatial, realRootNode);
                 if (childShape != null) {
                     Transform trans = getTransform(spatial, realRootNode);
                     if( childShape instanceof BoxCollisionShape ) {
                         Vector3f moveBy = ((Geometry)spatial).getModelBound().getCenter().mult(trans.getScale());
                         shape.addChildShape(childShape,
                                 trans.getTranslation().addLocal(moveBy),
                                 trans.getRotation().toRotationMatrix());
                     } else {
                         shape.addChildShape(childShape,
                                 trans.getTranslation(),
                                 trans.getRotation().toRotationMatrix());
                     }
                 }
             } else {
                 Transform trans = getTransform(spatial, realRootNode);
                 shape.addChildShape(createSingleBoxShape(spatial, realRootNode),
                         trans.getTranslation(),
                         trans.getRotation().toRotationMatrix());
             }
         }
     }
     return shape;
    

    }

    private static CompoundCollisionShape createCompoundShape(
    Node rootNode, CompoundCollisionShape shape, boolean meshAccurate) {
    return createCompoundShape(rootNode, rootNode, shape, meshAccurate, false);
    }

    /**

    • This type of collision shape is mesh-accurate and meant for immovable “world objects”.
    • Examples include terrain, houses or whole shooter levels.<br>
    • Objects with “mesh” type collision shape will not collide with each other.
      */
      private static CompoundCollisionShape createMeshCompoundShape(Node rootNode) {
      return createCompoundShape(rootNode, new CompoundCollisionShape(), true);
      }

    /**

    • This type of collision shape creates a CompoundShape made out of boxes that
    • are based on the bounds of the Geometries in the tree.
    • @param rootNode
    • @return
      */
      private static CompoundCollisionShape createBoxCompoundShape(Node rootNode) {
      return createCompoundShape(rootNode, new CompoundCollisionShape(), false);
      }

    /**

    • This type of collision shape is mesh-accurate and meant for immovable “world objects”.
    • Examples include terrain, houses or whole shooter levels.<br/>
    • Objects with “mesh” type collision shape will not collide with each other.<br/>
    • Creates a HeightfieldCollisionShape if the supplied spatial is a TerrainQuad.
    • @return A MeshCollisionShape or a CompoundCollisionShape with MeshCollisionShapes as children if the supplied spatial is a Node. A HeightieldCollisionShape if a TerrainQuad was supplied.
      */
      public static CollisionShape createMeshShape(Spatial spatial) {
      if (spatial instanceof TerrainQuad) {
      TerrainQuad terrain = (TerrainQuad) spatial;
      return new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale());
      } else if (spatial instanceof TerrainPatch) {
      TerrainPatch terrain = (TerrainPatch) spatial;
      return new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale());
      } else if (spatial instanceof Geometry) {
      return createSingleMeshShape((Geometry) spatial, spatial);
      } else if (spatial instanceof Node) {
      return createMeshCompoundShape((Node) spatial);
      } else {
      throw new IllegalArgumentException(“Supplied spatial must either be Node or Geometry!”);
      }
      }

    /**

    • This method creates a hull shape for the given Spatial.<br>
    • If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model.
    • @return A HullCollisionShape or a CompoundCollisionShape with HullCollisionShapes as children if the supplied spatial is a Node.
      */
      public static CollisionShape createDynamicMeshShape(Spatial spatial) {
      if (spatial instanceof Geometry) {
      return createSingleDynamicMeshShape((Geometry) spatial, spatial);
      } else if (spatial instanceof Node) {
      return createCompoundShape((Node) spatial, (Node) spatial, new CompoundCollisionShape(), true, true);
      } else {
      throw new IllegalArgumentException(“Supplied spatial must either be Node or Geometry!”);
      }

    }

    public static CollisionShape createBoxShape(Spatial spatial) {
    if (spatial instanceof Geometry) {
    return createSingleBoxShape((Geometry) spatial, spatial);
    } else if (spatial instanceof Node) {
    return createBoxCompoundShape((Node) spatial);
    } else {
    throw new IllegalArgumentException(“Supplied spatial must either be Node or Geometry!”);
    }
    }

    /**

    • This type of collision shape is mesh-accurate and meant for immovable “world objects”.
    • Examples include terrain, houses or whole shooter levels.<br>
    • Objects with “mesh” type collision shape will not collide with each other.
      */
      private static CollisionShape createSingleMeshShape(Geometry geom, Spatial parent) {
      Mesh mesh = geom.getMesh();
      Transform trans = getTransform(geom, parent);
      if( mesh instanceof AbstractBox ) {
      Vector3f extent = new Vector3f();
      ((BoundingBox)geom.getModelBound()).getExtent(extent);
      BoxCollisionShape bColl = new BoxCollisionShape(extent.multLocal(trans.getScale()));
      return bColl;
      } else {
      if (mesh != null) {
      MeshCollisionShape mColl = new MeshCollisionShape(mesh);
      mColl.setScale(trans.getScale());
      return mColl;
      } else {
      return null;
      }
      }
      }

    /**

    • Uses the bounding box of the supplied spatial to create a BoxCollisionShape
    • @param spatial
    • @return BoxCollisionShape with the size of the spatials BoundingBox
      */
      private static BoxCollisionShape createSingleBoxShape(Spatial spatial, Spatial parent) {
      //TODO: using world bound here instead of “local world” bound…
      BoxCollisionShape shape = new BoxCollisionShape(
      ((BoundingBox) spatial.getWorldBound()).getExtent(new Vector3f()));
      return shape;
      }

    /**

    • This method creates a hull collision shape for the given mesh.<br>
      */
      private static HullCollisionShape createSingleDynamicMeshShape(Geometry geom, Spatial parent) {
      Mesh mesh = geom.getMesh();
      Transform trans = getTransform(geom, parent);
      if (mesh != null) {
      HullCollisionShape dynamicShape = new HullCollisionShape(mesh);
      dynamicShape.setScale(trans.getScale());
      return dynamicShape;
      } else {
      return null;
      }
      }

    /**

    • This method moves each child shape of a compound shape by the given vector
    • @param vector
      */
      public static void shiftCompoundShapeContents(CompoundCollisionShape compoundShape, Vector3f vector) {
      for (Iterator<ChildCollisionShape> it = new LinkedList(compoundShape.getChildren()).iterator(); it.hasNext():wink: {
      ChildCollisionShape childCollisionShape = it.next();
      CollisionShape child = childCollisionShape.shape;
      Vector3f location = childCollisionShape.location;
      Matrix3f rotation = childCollisionShape.rotation;
      compoundShape.removeChildShape(child);
      compoundShape.addChildShape(child, location.add(vector), rotation);
      }
      }
      }
      [/java]
  • Phr00t
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