pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/bullet/BulletHeightmapShape.cc

99 lines
3.1 KiB
C++

/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "gazebo/common/Exception.hh"
#include "gazebo/common/Assert.hh"
#include "gazebo/physics/bullet/bullet_inc.h"
#include "gazebo/physics/bullet/BulletTypes.hh"
#include "gazebo/physics/bullet/BulletLink.hh"
#include "gazebo/physics/bullet/BulletMotionState.hh"
#include "gazebo/physics/bullet/BulletCollision.hh"
#include "gazebo/physics/bullet/BulletHeightmapShape.hh"
using namespace gazebo;
using namespace physics;
//////////////////////////////////////////////////
BulletHeightmapShape::BulletHeightmapShape(CollisionPtr _parent)
: HeightmapShape(_parent)
{
// Bullet need the height values flipped in the y direction
this->flipY = true;
}
//////////////////////////////////////////////////
BulletHeightmapShape::~BulletHeightmapShape()
{
}
//////////////////////////////////////////////////
void BulletHeightmapShape::Init()
{
HeightmapShape::Init();
float maxHeight = this->GetMaxHeight();
float minHeight = this->GetMinHeight();
// This will force the Z-axis to be up
int upIndex = 2;
btVector3 localScaling(this->scale.x, this->scale.y, 1.0);
this->heightFieldShape = new btHeightfieldTerrainShape(
this->vertSize, // # of heights along width
this->vertSize, // # of height along height
&this->heights[0], // The heights
1, // Height scaling
minHeight, // Min height
maxHeight, // Max height
upIndex, // Up axis
PHY_FLOAT,
false); // Flip quad edges
this->heightFieldShape->setLocalScaling(localScaling);
// This is suppose to match up with Ogre rendering a bit better.
this->heightFieldShape->setUseZigzagSubdivision(true);
// Get a pointer to the parent collision
BulletCollisionPtr bParent;
bParent = boost::dynamic_pointer_cast<BulletCollision>(this->collisionParent);
GZ_ASSERT(bParent != NULL, "Bullet collision parent of a heightmap is NULL");
bParent->SetCollisionShape(this->heightFieldShape, false);
btVector3 min, max;
this->heightFieldShape->getAabb(btTransform::getIdentity(), min, max);
BulletLinkPtr bLink = boost::dynamic_pointer_cast<BulletLink>(
bParent->GetParent());
GZ_ASSERT(bLink != NULL, "Bullet heightmap does not have a link.");
BulletMotionStatePtr motionState = bLink->motionState;
GZ_ASSERT(motionState != NULL, "Invalid motion state for heightmap.");
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, (maxHeight - minHeight) * 0.5));
// Set the transform for the heightmap.
motionState->setWorldTransform(tr);
}