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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.collision;
import com.jme3.math.Vector3f;
/**
* Contains the results of a PhysicsSpace rayTest
* @author normenhansen
*/
public class PhysicsRayTestResult {
private PhysicsCollisionObject collisionObject;
private Vector3f hitNormalLocal;
private float hitFraction;
private boolean normalInWorldSpace;
public PhysicsRayTestResult() {
}
public PhysicsRayTestResult(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
this.collisionObject = collisionObject;
this.hitNormalLocal = hitNormalLocal;
this.hitFraction = hitFraction;
this.normalInWorldSpace = normalInWorldSpace;
}
/**
* @return the collisionObject
*/
public PhysicsCollisionObject getCollisionObject() {
return collisionObject;
}
/**
* @return the hitNormalLocal
*/
public Vector3f getHitNormalLocal() {
return hitNormalLocal;
}
/**
* @return the hitFraction
*/
public float getHitFraction() {
return hitFraction;
}
/**
* @return the normalInWorldSpace
*/
public boolean isNormalInWorldSpace() {
return normalInWorldSpace;
}
public void fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
this.collisionObject = collisionObject;
this.hitNormalLocal = hitNormalLocal;
this.hitFraction = hitFraction;
this.normalInWorldSpace = normalInWorldSpace;
}
}