A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-bullet-native/src/native/cpp/jmeMotionState.h

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/*
* Copyright (c) 2009-2012 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.
*/
#include <jni.h>
/**
* Author: Normen Hansen
*/
#include "btBulletDynamicsCommon.h"
//#include "btBulletCollisionCommon.h"
class jmeMotionState : public btMotionState {
private:
bool dirty;
btTransform* trans;
public:
jmeMotionState();
virtual ~jmeMotionState();
btTransform worldTransform;
virtual void getWorldTransform(btTransform& worldTrans) const;
virtual void setWorldTransform(const btTransform& worldTrans);
void setKinematicTransform(const btTransform& worldTrans);
void setKinematicLocation(JNIEnv*, jobject);
void setKinematicRotation(JNIEnv*, jobject);
void setKinematicRotationQuat(JNIEnv*, jobject);
bool applyTransform(JNIEnv* env, jobject location, jobject rotation);
};