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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.bullet.objects;
import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Matrix3f;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;
import java.io.IOException;
import java.util.LinkedList;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From Bullet manual:</i><br>
* GhostObject can keep track of all objects that are overlapping.
* By default, this overlap is based on the AABB.
* This is useful for creating a character controller,
* collision sensors/triggers, explosions etc.<br>
* @author normenhansen
*/
public class PhysicsGhostObject extends PhysicsCollisionObject {
protected boolean locationDirty = false;
protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
private List<PhysicsCollisionObject> overlappingObjects = new LinkedList<PhysicsCollisionObject>();
public PhysicsGhostObject() {
}
public PhysicsGhostObject(CollisionShape shape) {
collisionShape = shape;
buildObject();
}
public PhysicsGhostObject(Spatial child, CollisionShape shape) {
collisionShape = shape;
buildObject();
}
protected void buildObject() {
if (objectId == 0) {
// gObject = new PairCachingGhostObject();
objectId = createGhostObject();
Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Created Ghost Object {0}", Long.toHexString(objectId));
setGhostFlags(objectId);
initUserPointer();
}
// if (gObject == null) {
// gObject = new PairCachingGhostObject();
// gObject.setCollisionFlags(gObject.getCollisionFlags() | CollisionFlags.NO_CONTACT_RESPONSE);
// }
attachCollisionShape(objectId, collisionShape.getObjectId());
}
private native long createGhostObject();
private native void setGhostFlags(long objectId);
@Override
public void setCollisionShape(CollisionShape collisionShape) {
super.setCollisionShape(collisionShape);
if (objectId == 0) {
buildObject();
} else {
attachCollisionShape(objectId, collisionShape.getObjectId());
}
}
/**
* Sets the physics object location
* @param location the location of the actual physics object
*/
public void setPhysicsLocation(Vector3f location) {
setPhysicsLocation(objectId, location);
}
private native void setPhysicsLocation(long objectId, Vector3f location);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
*/
public void setPhysicsRotation(Matrix3f rotation) {
setPhysicsRotation(objectId, rotation);
}
private native void setPhysicsRotation(long objectId, Matrix3f rotation);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
*/
public void setPhysicsRotation(Quaternion rotation) {
setPhysicsRotation(objectId, rotation);
}
private native void setPhysicsRotation(long objectId, Quaternion rotation);
/**
* @return the physicsLocation
*/
public Vector3f getPhysicsLocation(Vector3f trans) {
if (trans == null) {
trans = new Vector3f();
}
getPhysicsLocation(objectId, trans);
return trans;
}
private native void getPhysicsLocation(long objectId, Vector3f vector);
/**
* @return the physicsLocation
*/
public Quaternion getPhysicsRotation(Quaternion rot) {
if (rot == null) {
rot = new Quaternion();
}
getPhysicsRotation(objectId, rot);
return rot;
}
private native void getPhysicsRotation(long objectId, Quaternion rot);
/**
* @return the physicsLocation
*/
public Matrix3f getPhysicsRotationMatrix(Matrix3f rot) {
if (rot == null) {
rot = new Matrix3f();
}
getPhysicsRotationMatrix(objectId, rot);
return rot;
}
private native void getPhysicsRotationMatrix(long objectId, Matrix3f rot);
/**
* @return the physicsLocation
*/
public Vector3f getPhysicsLocation() {
Vector3f vec = new Vector3f();
getPhysicsLocation(objectId, vec);
return vec;
}
/**
* @return the physicsLocation
*/
public Quaternion getPhysicsRotation() {
Quaternion quat = new Quaternion();
getPhysicsRotation(objectId, quat);
return quat;
}
public Matrix3f getPhysicsRotationMatrix() {
Matrix3f mtx = new Matrix3f();
getPhysicsRotationMatrix(objectId, mtx);
return mtx;
}
/**
* used internally
*/
// public PairCachingGhostObject getObjectId() {
// return gObject;
// }
/**
* destroys this PhysicsGhostNode and removes it from memory
*/
public void destroy() {
}
/**
* Another Object is overlapping with this GhostNode,
* if and if only there CollisionShapes overlaps.
* They could be both regular PhysicsRigidBodys or PhysicsGhostObjects.
* @return All CollisionObjects overlapping with this GhostNode.
*/
public List<PhysicsCollisionObject> getOverlappingObjects() {
overlappingObjects.clear();
getOverlappingObjects(objectId);
// for (com.bulletphysics.collision.dispatch.CollisionObject collObj : gObject.getOverlappingPairs()) {
// overlappingObjects.add((PhysicsCollisionObject) collObj.getUserPointer());
// }
return overlappingObjects;
}
protected native void getOverlappingObjects(long objectId);
private void addOverlappingObject_native(PhysicsCollisionObject co) {
overlappingObjects.add(co);
}
/**
*
* @return With how many other CollisionObjects this GhostNode is currently overlapping.
*/
public int getOverlappingCount() {
return getOverlappingCount(objectId);
}
private native int getOverlappingCount(long objectId);
/**
*
* @param index The index of the overlapping Node to retrieve.
* @return The Overlapping CollisionObject at the given index.
*/
public PhysicsCollisionObject getOverlapping(int index) {
return overlappingObjects.get(index);
}
public void setCcdSweptSphereRadius(float radius) {
setCcdSweptSphereRadius(objectId, radius);
}
private native void setCcdSweptSphereRadius(long objectId, float radius);
public void setCcdMotionThreshold(float threshold) {
setCcdMotionThreshold(objectId, threshold);
}
private native void setCcdMotionThreshold(long objectId, float threshold);
public float getCcdSweptSphereRadius() {
return getCcdSweptSphereRadius(objectId);
}
private native float getCcdSweptSphereRadius(long objectId);
public float getCcdMotionThreshold() {
return getCcdMotionThreshold(objectId);
}
private native float getCcdMotionThreshold(long objectId);
public float getCcdSquareMotionThreshold() {
return getCcdSquareMotionThreshold(objectId);
}
private native float getCcdSquareMotionThreshold(long objectId);
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule capsule = e.getCapsule(this);
capsule.write(getPhysicsLocation(new Vector3f()), "physicsLocation", new Vector3f());
capsule.write(getPhysicsRotationMatrix(new Matrix3f()), "physicsRotation", new Matrix3f());
capsule.write(getCcdMotionThreshold(), "ccdMotionThreshold", 0);
capsule.write(getCcdSweptSphereRadius(), "ccdSweptSphereRadius", 0);
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule capsule = e.getCapsule(this);
buildObject();
setPhysicsLocation((Vector3f) capsule.readSavable("physicsLocation", new Vector3f()));
setPhysicsRotation(((Matrix3f) capsule.readSavable("physicsRotation", new Matrix3f())));
setCcdMotionThreshold(capsule.readFloat("ccdMotionThreshold", 0));
setCcdSweptSphereRadius(capsule.readFloat("ccdSweptSphereRadius", 0));
}
}