Merge pull request #905 from stephengold/master

jme3-bullet: add and improve comments, mostly JavaDoc
accellbaker
Stephen Gold 6 years ago committed by GitHub
commit 1c5c5e85c0
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  1. 241
      jme3-bullet/src/common/java/com/jme3/bullet/BulletAppState.java
  2. 23
      jme3-bullet/src/common/java/com/jme3/bullet/PhysicsTickListener.java
  3. 19
      jme3-bullet/src/common/java/com/jme3/bullet/collision/PhysicsCollisionGroupListener.java
  4. 20
      jme3-bullet/src/common/java/com/jme3/bullet/collision/PhysicsCollisionListener.java
  5. 13
      jme3-bullet/src/common/java/com/jme3/bullet/collision/RagdollCollisionListener.java
  6. 40
      jme3-bullet/src/common/java/com/jme3/bullet/collision/shapes/infos/ChildCollisionShape.java
  7. 141
      jme3-bullet/src/common/java/com/jme3/bullet/control/AbstractPhysicsControl.java
  8. 281
      jme3-bullet/src/common/java/com/jme3/bullet/control/BetterCharacterControl.java
  9. 133
      jme3-bullet/src/common/java/com/jme3/bullet/control/GhostControl.java
  10. 402
      jme3-bullet/src/common/java/com/jme3/bullet/control/KinematicRagdollControl.java
  11. 36
      jme3-bullet/src/common/java/com/jme3/bullet/control/PhysicsControl.java
  12. 159
      jme3-bullet/src/common/java/com/jme3/bullet/control/RigidBodyControl.java
  13. 118
      jme3-bullet/src/common/java/com/jme3/bullet/control/VehicleControl.java
  14. 11
      jme3-bullet/src/common/java/com/jme3/bullet/control/ragdoll/HumanoidRagdollPreset.java
  15. 59
      jme3-bullet/src/common/java/com/jme3/bullet/control/ragdoll/RagdollPreset.java
  16. 95
      jme3-bullet/src/common/java/com/jme3/bullet/control/ragdoll/RagdollUtils.java
  17. 32
      jme3-bullet/src/common/java/com/jme3/bullet/debug/AbstractPhysicsDebugControl.java
  18. 45
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletCharacterDebugControl.java
  19. 100
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletDebugAppState.java
  20. 48
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletGhostObjectDebugControl.java
  21. 33
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletJointDebugControl.java
  22. 48
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletRigidBodyDebugControl.java
  23. 33
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletVehicleDebugControl.java
  24. 130
      jme3-bullet/src/common/java/com/jme3/bullet/debug/DebugTools.java
  25. 97
      jme3-bullet/src/common/java/com/jme3/bullet/util/CollisionShapeFactory.java
  26. 477
      jme3-bullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  27. 211
      jme3-bullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionEvent.java
  28. 10
      jme3-bullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionEventFactory.java
  29. 185
      jme3-bullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionObject.java
  30. 38
      jme3-bullet/src/main/java/com/jme3/bullet/collision/PhysicsRayTestResult.java
  31. 39
      jme3-bullet/src/main/java/com/jme3/bullet/collision/PhysicsSweepTestResult.java
  32. 41
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/BoxCollisionShape.java
  33. 76
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/CapsuleCollisionShape.java
  34. 81
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/CollisionShape.java
  35. 55
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/CompoundCollisionShape.java
  36. 57
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/ConeCollisionShape.java
  37. 62
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/CylinderCollisionShape.java
  38. 37
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/GImpactCollisionShape.java
  39. 74
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/HeightfieldCollisionShape.java
  40. 43
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/HullCollisionShape.java
  41. 75
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/MeshCollisionShape.java
  42. 35
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/PlaneCollisionShape.java
  43. 54
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/SimplexCollisionShape.java
  44. 43
      jme3-bullet/src/main/java/com/jme3/bullet/collision/shapes/SphereCollisionShape.java
  45. 68
      jme3-bullet/src/main/java/com/jme3/bullet/joints/ConeJoint.java
  46. 138
      jme3-bullet/src/main/java/com/jme3/bullet/joints/HingeJoint.java
  47. 104
      jme3-bullet/src/main/java/com/jme3/bullet/joints/PhysicsJoint.java
  48. 77
      jme3-bullet/src/main/java/com/jme3/bullet/joints/Point2PointJoint.java
  49. 132
      jme3-bullet/src/main/java/com/jme3/bullet/joints/SixDofJoint.java
  50. 81
      jme3-bullet/src/main/java/com/jme3/bullet/joints/SixDofSpringJoint.java
  51. 361
      jme3-bullet/src/main/java/com/jme3/bullet/joints/SliderJoint.java
  52. 120
      jme3-bullet/src/main/java/com/jme3/bullet/joints/motors/RotationalLimitMotor.java
  53. 80
      jme3-bullet/src/main/java/com/jme3/bullet/joints/motors/TranslationalLimitMotor.java
  54. 264
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsCharacter.java
  55. 151
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsGhostObject.java
  56. 434
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java
  57. 392
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsVehicle.java
  58. 358
      jme3-bullet/src/main/java/com/jme3/bullet/objects/VehicleWheel.java
  59. 62
      jme3-bullet/src/main/java/com/jme3/bullet/objects/infos/RigidBodyMotionState.java
  60. 25
      jme3-bullet/src/main/java/com/jme3/bullet/objects/infos/VehicleTuning.java
  61. 13
      jme3-bullet/src/main/java/com/jme3/bullet/util/DebugMeshCallback.java
  62. 25
      jme3-bullet/src/main/java/com/jme3/bullet/util/DebugShapeFactory.java

@ -43,66 +43,136 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <code>BulletAppState</code> allows using bullet physics in an Application.
* An app state to manage a single Bullet physics space.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletAppState implements AppState, PhysicsTickListener {
/**
* true if-and-only-if the physics simulation is running (started but not
* yet stopped)
*/
protected boolean initialized = false;
protected Application app;
/**
* manager that manages this state, set during attach
*/
protected AppStateManager stateManager;
/**
* executor service for physics tasks, or null if parallel simulation is not
* running
*/
protected ScheduledThreadPoolExecutor executor;
/**
* physics space managed by this state, or null if no simulation running
*/
protected PhysicsSpace pSpace;
/**
* threading mode to use (not null)
*/
protected ThreadingType threadingType = ThreadingType.SEQUENTIAL;
/**
* broadphase collision-detection algorithm for the physics space to use
* (not null)
*/
protected BroadphaseType broadphaseType = BroadphaseType.DBVT;
/**
* minimum coordinate values for the physics space when using AXIS_SWEEP
* broadphase algorithms (not null)
*/
protected Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f);
/**
* maximum coordinate values for the physics space when using AXIS_SWEEP
* broadphase algorithms (not null)
*/
protected Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f);
/**
* simulation speed multiplier (default=1, paused=0)
*/
protected float speed = 1;
/**
* true if-and-only-if this state is enabled
*/
protected boolean active = true;
/**
* true if-and-only-if debug visualization is enabled
*/
protected boolean debugEnabled = false;
/**
* app state to manage the debug visualization, or null if none
*/
protected BulletDebugAppState debugAppState;
/**
* time interval between frames (in seconds) from the most recent update
*/
protected float tpf;
/**
* current physics task, or null if none
*/
protected Future physicsFuture;
/**
* Creates a new BulletAppState running a PhysicsSpace for physics
* simulation, use getStateManager().attach(bulletAppState) to enable
* physics for an Application.
* Instantiate an app state to manage a new PhysicsSpace with DBVT collision
* detection.
* <p>
* Use getStateManager().addState(bulletAppState) to start physics.
*/
public BulletAppState() {
}
/**
* Creates a new BulletAppState running a PhysicsSpace for physics
* simulation, use getStateManager().attach(bulletAppState) to enable
* physics for an Application.
* Instantiate an app state to manage a new PhysicsSpace.
* <p>
* Use getStateManager().addState(bulletAppState) to start physics.
*
* @param broadphaseType The type of broadphase collision detection,
* BroadphaseType.DVBT is the default
* @param broadphaseType which broadphase collision-detection algorithm to
* use (not null)
*/
public BulletAppState(BroadphaseType broadphaseType) {
this(new Vector3f(-10000f, -10000f, -10000f), new Vector3f(10000f, 10000f, 10000f), broadphaseType);
}
/**
* Creates a new BulletAppState running a PhysicsSpace for physics
* simulation, use getStateManager().attach(bulletAppState) to enable
* physics for an Application. An AxisSweep broadphase is used.
* Instantiate an app state to manage a new PhysicsSpace with AXIS_SWEEP_3
* collision detection.
* <p>
* Use getStateManager().addState(bulletAppState) to start physics.
*
* @param worldMin The minimum world extent
* @param worldMax The maximum world extent
* @param worldMin the desired minimum coordinate values (not null,
* unaffected, default=-10k,-10k,-10k)
* @param worldMax the desired maximum coordinate values (not null,
* unaffected, default=10k,10k,10k)
*/
public BulletAppState(Vector3f worldMin, Vector3f worldMax) {
this(worldMin, worldMax, BroadphaseType.AXIS_SWEEP_3);
}
/**
* Instantiate an app state to manage a new PhysicsSpace.
* <p>
* Use getStateManager().addState(bulletAppState) to enable physics.
*
* @param worldMin the desired minimum coordinate values (not null,
* unaffected, default=-10k,-10k,-10k)
* @param worldMax the desired maximum coordinate values (not null,
* unaffected, default=10k,10k,10k)
* @param broadphaseType which broadphase collision-detection algorithm to
* use (not null)
*/
public BulletAppState(Vector3f worldMin, Vector3f worldMax, BroadphaseType broadphaseType) {
this.worldMin.set(worldMin);
this.worldMax.set(worldMax);
this.broadphaseType = broadphaseType;
}
/**
* Allocate the physics space and start physics for ThreadingType.PARALLEL.
*
* @return true if successful, otherwise false
*/
private boolean startPhysicsOnExecutor() {
if (executor != null) {
executor.shutdown();
@ -145,6 +215,12 @@ public class BulletAppState implements AppState, PhysicsTickListener {
}
};
/**
* Access the PhysicsSpace managed by this state. Normally there is none
* until the state is attached.
*
* @return the pre-existing instance, or null if no simulation running
*/
public PhysicsSpace getPhysicsSpace() {
return pSpace;
}
@ -179,6 +255,9 @@ public class BulletAppState implements AppState, PhysicsTickListener {
initialized = true;
}
/**
* Stop physics after this state is detached.
*/
public void stopPhysics() {
if(!initialized){
return;
@ -192,32 +271,72 @@ public class BulletAppState implements AppState, PhysicsTickListener {
initialized = false;
}
/**
* Initialize this state prior to its 1st update. Should be invoked only by
* a subclass or by the AppStateManager.
*
* @param stateManager the manager for this state (not null)
* @param app the application which owns this state (not null)
*/
public void initialize(AppStateManager stateManager, Application app) {
this.app = app;
this.stateManager = stateManager;
startPhysics();
}
/**
* Test whether the physics simulation is running (started but not yet
* stopped).
*
* @return true if running, otherwise false
*/
public boolean isInitialized() {
return initialized;
}
/**
* Enable or disable this state.
*
* @param enabled true &rarr; enable, false &rarr; disable
*/
public void setEnabled(boolean enabled) {
this.active = enabled;
}
/**
* Test whether this state is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return active;
}
/**
* Alter whether debug visualization is enabled.
*
* @param debugEnabled true &rarr; enable, false &rarr; disable
*/
public void setDebugEnabled(boolean debugEnabled) {
this.debugEnabled = debugEnabled;
}
/**
* Test whether debug visualization is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isDebugEnabled() {
return debugEnabled;
}
/**
* Transition this state from detached to initializing. Should be invoked
* only by a subclass or by the AppStateManager.
*
* @param stateManager (not null)
*/
public void stateAttached(AppStateManager stateManager) {
if (!initialized) {
startPhysics();
@ -231,9 +350,22 @@ public class BulletAppState implements AppState, PhysicsTickListener {
}
}
/**
* Transition this state from running to terminating. Should be invoked only
* by a subclass or by the AppStateManager.
*
* @param stateManager (not null)
*/
public void stateDetached(AppStateManager stateManager) {
}
/**
* Update this state prior to rendering. Should be invoked only by a
* subclass or by the AppStateManager. Invoked once per frame, provided the
* state is attached and enabled.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
public void update(float tpf) {
if (debugEnabled && debugAppState == null && pSpace != null) {
debugAppState = new BulletDebugAppState(pSpace);
@ -249,6 +381,13 @@ public class BulletAppState implements AppState, PhysicsTickListener {
this.tpf = tpf;
}
/**
* Render this state. Should be invoked only by a subclass or by the
* AppStateManager. Invoked once per frame, provided the state is attached
* and enabled.
*
* @param rm the render manager (not null)
*/
public void render(RenderManager rm) {
if (!active) {
return;
@ -261,6 +400,11 @@ public class BulletAppState implements AppState, PhysicsTickListener {
}
}
/**
* Update this state after all rendering commands are flushed. Should be
* invoked only by a subclass or by the AppStateManager. Invoked once per
* frame, provided the state is attached and enabled.
*/
public void postRender() {
if (physicsFuture != null) {
try {
@ -274,6 +418,12 @@ public class BulletAppState implements AppState, PhysicsTickListener {
}
}
/**
* Transition this state from terminating to detached. Should be invoked
* only by a subclass or by the AppStateManager. Invoked once for each time
* {@link #initialize(com.jme3.app.state.AppStateManager, com.jme3.app.Application)}
* is invoked.
*/
public void cleanup() {
if (debugAppState != null) {
stateManager.detach(debugAppState);
@ -283,67 +433,106 @@ public class BulletAppState implements AppState, PhysicsTickListener {
}
/**
* @return the threadingType
* Read which type of threading this app state uses.
*
* @return the threadingType (not null)
*/
public ThreadingType getThreadingType() {
return threadingType;
}
/**
* Use before attaching state
* Alter which type of threading this app state uses. Not allowed after
* attaching the app state.
*
* @param threadingType the threadingType to set
* @param threadingType the desired type (not null, default=SEQUENTIAL)
*/
public void setThreadingType(ThreadingType threadingType) {
this.threadingType = threadingType;
}
/**
* Use before attaching state
* Alter the broadphase type the physics space will use. Not allowed after
* attaching the app state.
*
* @param broadphaseType an enum value (not null, default=DBVT)
*/
public void setBroadphaseType(BroadphaseType broadphaseType) {
this.broadphaseType = broadphaseType;
}
/**
* Use before attaching state
* Alter the coordinate range. Not allowed after attaching the app state.
*
* @param worldMin the desired minimum coordinate values when using
* AXIS_SWEEP broadphase algorithms (not null, alias created,
* default=-10k,-10k,-10k)
*/
public void setWorldMin(Vector3f worldMin) {
this.worldMin = worldMin;
}
/**
* Use before attaching state
* Alter the coordinate range. Not allowed after attaching the app state.
*
* @param worldMax the desired maximum coordinate values when using
* AXIS_SWEEP broadphase algorithms (not null, alias created,
* default=10k,10k,10k)
*/
public void setWorldMax(Vector3f worldMax) {
this.worldMax = worldMax;
}
/**
* Read the simulation speed.
*
* @return speed (&ge;0, default=1)
*/
public float getSpeed() {
return speed;
}
/**
* Alter the simulation speed.
*
* @param speed the desired speed (&ge;0, default=1)
*/
public void setSpeed(float speed) {
this.speed = speed;
}
/**
* Callback from Bullet, invoked just before the physics is stepped. A good
* time to clear/apply forces.
*
* @param space the space that is about to be stepped (not null)
* @param f the time per physics step (in seconds, &ge;0)
*/
public void prePhysicsTick(PhysicsSpace space, float f) {
}
/**
* Callback from Bullet, invoked just after the physics is stepped. A good
* time to clear/apply forces.
*
* @param space the space that is about to be stepped (not null)
* @param f the time per physics step (in seconds, &ge;0)
*/
public void physicsTick(PhysicsSpace space, float f) {
}
/**
* Enumerate threading modes.
*/
public enum ThreadingType {
/**
* Default mode; user update, physics update and rendering happen
* sequentially (single threaded)
* Default mode: user update, physics update, and rendering happen
* sequentially. (single threaded)
*/
SEQUENTIAL,
/**
* Parallel threaded mode; physics update and rendering are executed in
* parallel, update order is kept.<br/> Multiple BulletAppStates will
* execute in parallel in this mode.
* Parallel threaded mode: physics update and rendering are executed in
* parallel, update order is maintained.
*/
PARALLEL,
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -32,22 +32,29 @@
package com.jme3.bullet;
/**
* Implement this interface to be called from the physics thread on a physics update.
* Callback interface from the physics thread, used to clear/apply forces.
* <p>
* This interface is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public interface PhysicsTickListener {
/**
* Called before the physics is actually stepped, use to apply forces etc.
* @param space the physics space
* @param tpf the time per frame in seconds
* Callback from Bullet, invoked just before the physics is stepped. A good
* time to clear/apply forces.
*
* @param space the space that is about to be stepped (not null)
* @param tpf the time per physics step (in seconds, &ge;0)
*/
public void prePhysicsTick(PhysicsSpace space, float tpf);
/**
* Called after the physics has been stepped, use to check for forces etc.
* @param space the physics space
* @param tpf the time per frame in seconds
* Callback from Bullet, invoked just after the physics has been stepped,
* use to check for forces etc.
*
* @param space the space that was just stepped (not null)
* @param tpf the time per physics step (in seconds, &ge;0)
*/
public void physicsTick(PhysicsSpace space, float tpf);

@ -32,18 +32,25 @@
package com.jme3.bullet.collision;
/**
* Interface to receive notifications whenever an object in a particular
* collision group is about to collide.
* <p>
* This interface is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public interface PhysicsCollisionGroupListener {
/**
* Called when two physics objects of the registered group are about to collide, <i>called from physics thread</i>.<br>
* This is only called when the collision will happen based on the collisionGroup and collideWithGroups
* settings in the PhysicsCollisionObject. That is the case when <b>one</b> of the parties has the
* collisionGroup of the other in its collideWithGroups set.<br>
* @param nodeA CollisionObject #1
* @param nodeB CollisionObject #2
* Invoked when two physics objects of the registered group are about to
* collide. <i>invoked on the physics thread</i>.<br>
* This is only invoked when the collision will happen based on the
* collisionGroup and collideWithGroups settings in the
* PhysicsCollisionObject. That is the case when <b>one</b> of the parties
* has the collisionGroup of the other in its collideWithGroups set.
*
* @param nodeA collision object #1
* @param nodeB collision object #2
* @return true if the collision should happen, false otherwise
*/
public boolean collide(PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -32,16 +32,24 @@
package com.jme3.bullet.collision;
/**
* Interface for Objects that want to be informed about collision events in the physics space
* Interface to receive notifications whenever an object in a particular physics
* space collides.
* <p>
* This interface is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public interface PhysicsCollisionListener {
/**
* Called when a collision happened in the PhysicsSpace, <i>called from render thread</i>.
*
* Do not store the event object as it will be cleared after the method has finished.
* @param event the CollisionEvent
* Invoked when a collision happened in the PhysicsSpace. <i>Invoked on the
* render thread.</i>
* <p>
* Do not retain the event object, as it will be reused after the
* collision() method returns. Copy any data you need during the collide()
* method.
*
* @param event the event that occurred (not null, reusable)
*/
public void collision(PhysicsCollisionEvent event);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -34,11 +34,22 @@ package com.jme3.bullet.collision;
import com.jme3.animation.Bone;
/**
* Interface to receive notifications whenever a KinematicRagdollControl
* collides with another physics object.
* <p>
* This interface is shared between JBullet and Native Bullet.
*
* @author Nehon
*/
public interface RagdollCollisionListener {
/**
* Invoked when a collision involving a KinematicRagdollControl occurs.
*
* @param bone the ragdoll bone that collided (not null)
* @param object the collision object that collided with the bone (not null)
* @param event other event details (not null)
*/
public void collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -39,24 +39,56 @@ import com.jme3.math.Vector3f;
import java.io.IOException;
/**
* An element of a CompoundCollisionShape, consisting of a (non-compound) child
* shape, offset and rotated with respect to its parent.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class ChildCollisionShape implements Savable {
/**
* translation relative to parent shape (not null)
*/
public Vector3f location;
/**
* rotation relative to parent shape (not null)
*/
public Matrix3f rotation;
/**
* base shape (not null, not a compound shape)
*/
public CollisionShape shape;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public ChildCollisionShape() {
}
/**
* Instantiate a child shape for use in a compound shape.
*
* @param location translation relative to the parent (not null, alias
* created)
* @param rotation rotation relative to the parent (not null, alias created)
* @param shape the base shape (not null, not a compound shape, alias
* created)
*/
public ChildCollisionShape(Vector3f location, Matrix3f rotation, CollisionShape shape) {
this.location = location;
this.rotation = rotation;
this.shape = shape;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(location, "location", new Vector3f());
@ -64,6 +96,12 @@ public class ChildCollisionShape implements Savable {
capsule.write(shape, "shape", new BoxCollisionShape(new Vector3f(1, 1, 1)));
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
location = (Vector3f) capsule.readSavable("location", new Vector3f());

@ -47,82 +47,113 @@ import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
/**
* AbstractPhysicsControl manages the lifecycle of a physics object that is
* attached to a spatial in the SceneGraph.
* Manage the life cycle of a physics object linked to a spatial in a scene
* graph.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public abstract class AbstractPhysicsControl implements PhysicsControl, JmeCloneable {
/**
* temporary storage during calculations
*/
private final Quaternion tmp_inverseWorldRotation = new Quaternion();
/**
* spatial to which this control is added, or null if none
*/
protected Spatial spatial;
/**
* true&rarr;control is enabled, false&rarr;control is disabled
*/
protected boolean enabled = true;
/**
* true&rarr;body is added to the physics space, false&rarr;not added
*/
protected boolean added = false;
/**
* space to which the physics object is (or would be) added
*/
protected PhysicsSpace space = null;
/**
* true &rarr; physics coordinates match local transform, false &rarr;
* physics coordinates match world transform
*/
protected boolean applyLocal = false;
/**
* Called when the control is added to a new spatial, create any
* spatial-dependent data here.
* Create spatial-dependent data. Invoked when this control is added to a
* spatial.
*
* @param spat The new spatial, guaranteed not to be null
* @param spat the controlled spatial (not null)
*/
protected abstract void createSpatialData(Spatial spat);
/**
* Called when the control is removed from a spatial, remove any
* spatial-dependent data here.
* Destroy spatial-dependent data. Invoked when this control is removed from
* a spatial.
*
* @param spat The old spatial, guaranteed not to be null
* @param spat the previously controlled spatial (not null)
*/
protected abstract void removeSpatialData(Spatial spat);
/**
* Called when the physics object is supposed to move to the spatial
* position.
* Translate the physics object to the specified location.
*
* @param vec
* @param vec desired location (not null, unaffected)
*/
protected abstract void setPhysicsLocation(Vector3f vec);
/**
* Called when the physics object is supposed to move to the spatial
* rotation.
* Rotate the physics object to the specified orientation.
*
* @param quat
* @param quat desired orientation (not null, unaffected)
*/
protected abstract void setPhysicsRotation(Quaternion quat);
/**
* Called when the physics object is supposed to add all objects it needs to
* manage to the physics space.
* Add all managed physics objects to the specified space.
*
* @param space
* @param space which physics space to add to (not null)
*/
protected abstract void addPhysics(PhysicsSpace space);
/**
* Called when the physics object is supposed to remove all objects added to
* the physics space.
* Remove all managed physics objects from the specified space.
*
* @param space
* @param space which physics space to remove from (not null)
*/
protected abstract void removePhysics(PhysicsSpace space);
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return applyLocal;
}
/**
* When set to true, the physics coordinates will be applied to the local
* translation of the Spatial
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal
* @param applyPhysicsLocal true&rarr;match local coordinates,
* false&rarr;match world coordinates (default=false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
applyLocal = applyPhysicsLocal;
}
/**
* Access whichever spatial translation corresponds to the physics location.
*
* @return the pre-existing location vector (in physics-space coordinates,
* not null)
*/
protected Vector3f getSpatialTranslation() {
if (applyLocal) {
return spatial.getLocalTranslation();
@ -130,6 +161,12 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
return spatial.getWorldTranslation();
}
/**
* Access whichever spatial rotation corresponds to the physics rotation.
*
* @return the pre-existing quaternion (in physics-space coordinates, not
* null)
*/
protected Quaternion getSpatialRotation() {
if (applyLocal) {
return spatial.getLocalRotation();
@ -138,10 +175,12 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
}
/**
* Applies a physics transform to the spatial
* Apply a physics transform to the spatial.
*
* @param worldLocation
* @param worldRotation
* @param worldLocation location vector (in physics-space coordinates, not
* null, unaffected)
* @param worldRotation orientation (in physics-space coordinates, not null,
* unaffected)
*/
protected void applyPhysicsTransform(Vector3f worldLocation, Quaternion worldRotation) {
if (enabled && spatial != null) {
@ -170,12 +209,28 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
throw new UnsupportedOperationException();
}
/**
* Callback from {@link com.jme3.util.clone.Cloner} to convert this
* shallow-cloned control into a deep-cloned one, using the specified cloner
* and original to resolve copied fields.
*
* @param cloner the cloner currently cloning this control (not null)
* @param original the control from which this control was shallow-cloned
* (unused)
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
this.spatial = cloner.clone(spatial);
createSpatialData(this.spatial);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
public void setSpatial(Spatial spatial) {
if (this.spatial != null && this.spatial != spatial) {
removeSpatialData(this.spatial);
@ -191,6 +246,15 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
setPhysicsRotation(getSpatialRotation());
}
/**
* Enable or disable this control.
* <p>
* When the control is disabled, the physics object is removed from physics
* space. When the control is enabled again, the physics object is moved to
* the spatial's location and then added to the physics space.
*
* @param enabled true&rarr;enable the control, false&rarr;disable it
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (space != null) {
@ -208,6 +272,11 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
}
}
/**
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
@ -221,7 +290,7 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
/**
* If enabled, add this control's physics object to the specified physics
* space. If not enabled, alter where the object would be added. The object
* is removed from any other space it's currently in.
* is removed from any other space it's in.
*
* @param newSpace where to add, or null to simply remove
*/
@ -245,10 +314,21 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
space = newSpace;
}
/**
* Access the physics space to which the object is (or would be) added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace() {
return space;
}
/**
* Serialize this object, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
@ -257,6 +337,13 @@ public abstract class AbstractPhysicsControl implements PhysicsControl, JmeClone
oc.write(spatial, "spatial", null);
}
/**
* De-serialize this control from the specified importer, for example when
* loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);

@ -56,15 +56,18 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* This is intended to be a replacement for the internal bullet character class.
* A RigidBody with cylinder collision shape is used and its velocity is set
* continuously, a ray test is used to check if the character is on the ground.
*
* The character keeps his own local coordinate system which adapts based on the
* gravity working on the character so the character will always stand upright.
*
* Forces in the local x/z plane are dampened while those in the local y
* direction are applied fully (e.g. jumping, falling).
* This class is intended to replace the CharacterControl class.
* <p>
* A rigid body with cylinder collision shape is used and its velocity is set
* continuously. A ray test is used to test whether the character is on the
* ground.
* <p>
* The character keeps their own local coordinate system which adapts based on
* the gravity working on the character so they will always stand upright.
* <p>
* Motion in the local X-Z plane is damped.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
@ -74,10 +77,16 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
protected PhysicsRigidBody rigidBody;
protected float radius;
protected float height;
/**
* mass of this character (&gt;0)
*/
protected float mass;
/**
* relative height when ducked (1=full height)
*/
protected float duckedFactor = 0.6f;
/**
* Local up direction, derived from gravity.
* local up direction, derived from gravity
*/
protected final Vector3f localUp = new Vector3f(0, 1, 0);
/**
@ -94,22 +103,27 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
*/
protected final Quaternion localForwardRotation = new Quaternion(Quaternion.DIRECTION_Z);
/**
* Is a z-forward vector based on the view direction and the current local
* x/z plane.
* a Z-forward vector based on the view direction and the local X-Z plane.
*/
protected final Vector3f viewDirection = new Vector3f(0, 0, 1);
/**
* Stores final spatial location, corresponds to RigidBody location.
* spatial location, corresponds to RigidBody location.
*/
protected final Vector3f location = new Vector3f();
/**
* Stores final spatial rotation, is a z-forward rotation based on the view
* direction and the current local x/z plane. See also rotatedViewDirection.
* spatial rotation, a Z-forward rotation based on the view direction and
* local X-Z plane.
*
* @see #rotatedViewDirection
*/
protected final Quaternion rotation = new Quaternion(Quaternion.DIRECTION_Z);
protected final Vector3f rotatedViewDirection = new Vector3f(0, 0, 1);
protected final Vector3f walkDirection = new Vector3f();
protected final Vector3f jumpForce;
/**
* X-Z motion damping factor (0&rarr;no damping, 1=no external forces,
* default=0.9)
*/
protected float physicsDamping = 0.9f;
protected final Vector3f scale = new Vector3f(1, 1, 1);
protected final Vector3f velocity = new Vector3f();
@ -119,20 +133,23 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
protected boolean wantToUnDuck = false;
/**
* Only used for serialization, do not use this constructor.
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public BetterCharacterControl() {
jumpForce = new Vector3f();
}
/**
* Creates a new character with the given properties. Note that to avoid
* issues the final height when ducking should be larger than 2x radius. The
* jumpForce will be set to an upwards force of 5x mass.
* Instantiate an enabled control with the specified properties.
* <p>
* The final height when ducking must be larger than 2x radius. The
* jumpForce will be set to an upward force of 5x mass.
*
* @param radius
* @param height
* @param mass
* @param radius the radius of the character's collision shape (&gt;0)
* @param height the height of the character's collision shape
* (&gt;2*radius)
* @param mass the character's mass (&ge;0)
*/
public BetterCharacterControl(float radius, float height, float mass) {
this.radius = radius;
@ -143,6 +160,13 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
rigidBody.setAngularFactor(0);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is added to a scene graph. Do not invoke
* directly from user code.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
public void update(float tpf) {
super.update(tpf);
@ -151,16 +175,24 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
applyPhysicsTransform(location, rotation);
}
/**
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
public void render(RenderManager rm, ViewPort vp) {
super.render(rm, vp);
}
/**
* Used internally, don't call manually
* Callback from Bullet, invoked just before the physics is stepped.
*
* @param space
* @param tpf
* @param space the space that is about to be stepped (not null)
* @param tpf the time per physics step (in seconds, &ge;0)
*/
public void prePhysicsTick(PhysicsSpace space, float tpf) {
checkOnGround();
@ -172,8 +204,8 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
TempVars vars = TempVars.get();
Vector3f currentVelocity = vars.vect2.set(velocity);
// dampen existing x/z forces
// Attenuate any existing X-Z motion.
float existingLeftVelocity = velocity.dot(localLeft);
float existingForwardVelocity = velocity.dot(localForward);
Vector3f counter = vars.vect1;
@ -208,20 +240,20 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Used internally, don't call manually
* Callback from Bullet, invoked just after the physics has been stepped.
*
* @param space
* @param tpf
* @param space the space that was just stepped (not null)
* @param tpf the time per physics step (in seconds, &ge;0)
*/
public void physicsTick(PhysicsSpace space, float tpf) {
rigidBody.getLinearVelocity(velocity);
}
/**
* Move the character somewhere. Note the character also takes the location
* of any spatial its being attached to in the moment it is attached.
* Move the character somewhere. Note the character also warps to the
* location of the spatial when the control is added.
*
* @param vec The new character location.
* @param vec the desired character location (not null)
*/
public void warp(Vector3f vec) {
setPhysicsLocation(vec);
@ -239,21 +271,20 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Set the jump force as a Vector3f. The jump force is local to the
* characters coordinate system, which normally is always z-forward (in
* world coordinates, parent coordinates when set to applyLocalPhysics)
* Alter the jump force. The jump force is local to the character's
* coordinate system, which normally is always z-forward (in world
* coordinates, parent coordinates when set to applyLocalPhysics)
*
* @param jumpForce The new jump force
* @param jumpForce the desired jump force (not null, unaffected)
*/
public void setJumpForce(Vector3f jumpForce) {
this.jumpForce.set(jumpForce);
}
/**
* Gets the current jump force. The default is 5 * character mass in y
* direction.
* Access the jump force. The default is 5 * character mass in Y direction.
*
* @return
* @return the pre-existing vector (not null)
*/
public Vector3f getJumpForce() {
return jumpForce;
@ -264,7 +295,7 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
* in the center of the character and might return false even if the
* character is not falling yet.
*
* @return
* @return true if on the ground, otherwise false
*/
public boolean isOnGround() {
return onGround;
@ -277,7 +308,7 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
* can in fact unduck and only do so when its possible. You can check the
* state of the unducking by checking isDucked().
*
* @param enabled
* @param enabled true&rarr;duck, false&rarr;unduck
*/
public void setDucked(boolean enabled) {
if (enabled) {
@ -298,33 +329,33 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
* Check if the character is ducking, either due to user input or due to
* unducking being impossible at the moment (obstacle above).
*
* @return
* @return true if ducking, otherwise false
*/
public boolean isDucked() {
return ducked;
}
/**
* Sets the height multiplication factor for ducking.
* Alter the height multiplier for ducking.
*
* @param factor The factor by which the height should be multiplied when
* ducking
* @param factor the factor by which the height should be multiplied when
* ducking (&ge;0, &le;1)
*/
public void setDuckedFactor(float factor) {
duckedFactor = factor;
}
/**
* Gets the height multiplication factor for ducking.
* Read the height multiplier for ducking.
*
* @return
* @return the factor (&ge;0, &le;1)
*/
public float getDuckedFactor() {
return duckedFactor;
}
/**
* Sets the walk direction of the character. This parameter is framerate
* Alter the character's the walk direction. This parameter is framerate
* independent and the character will move continuously in the direction
* given by the vector with the speed given by the vector length in m/s.
*
@ -335,20 +366,19 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Gets the current walk direction and speed of the character. The length of
* the vector defines the speed.
* Read the walk velocity. The length of the vector defines the speed.
*
* @return
* @return the pre-existing vector (not null)
*/
public Vector3f getWalkDirection() {
return walkDirection;
}
/**
* Sets the view direction for the character. Note this only defines the
* rotation of the spatial in the local x/z plane of the character.
* Alter the character's view direction. Note this only defines the
* orientation in the local X-Z plane.
*
* @param vec
* @param vec a direction vector (not null, unaffected)
*/
public void setViewDirection(Vector3f vec) {
viewDirection.set(vec);
@ -356,10 +386,10 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Gets the current view direction, note this doesn't need to correspond
* with the spatials forward direction.
* Access the view direction. This need not agree with the spatial's forward
* direction.
*
* @return
* @return the pre-existing vector (not null)
*/
public Vector3f getViewDirection() {
return viewDirection;
@ -367,15 +397,15 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
/**
* Realign the local forward vector to given direction vector, if null is
* supplied Vector3f.UNIT_Z is used. Input vector has to be perpendicular to
* current gravity vector. This normally only needs to be called when the
* supplied Vector3f.UNIT_Z is used. The input vector must be perpendicular
* to gravity vector. This normally only needs to be invoked when the
* gravity direction changed continuously and the local forward vector is
* off due to drift. E.g. after walking around on a sphere "planet" for a
* while and then going back to a y-up coordinate system the local z-forward
* might not be 100% alinged with Z axis.
* while and then going back to a Y-up coordinate system the local Z-forward
* might not be 100% aligned with the Z axis.
*
* @param vec The new forward vector, has to be perpendicular to the current
* gravity vector!
* @param vec the desired forward vector (perpendicular to the gravity
* vector, may be null, default=0,0,1)
*/
public void resetForward(Vector3f vec) {
if (vec == null) {
@ -386,23 +416,21 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Get the current linear velocity along the three axes of the character.
* This is prepresented in world coordinates, parent coordinates when the
* control is set to applyLocalPhysics.
* Access the character's linear velocity in physics-space coordinates.
*
* @return The current linear velocity of the character
* @return the pre-existing vector (not null)
*/
public Vector3f getVelocity() {
return velocity;
}
/**
* Set the gravity for this character. Note that this also realigns the
* local coordinate system of the character so that continuous changes in
* gravity direction are possible while maintaining a sensible control over
* the character.
* Alter the gravity acting on this character. Note that this also realigns
* the local coordinate system of the character so that continuous changes
* in gravity direction are possible while maintaining a sensible control
* over the character.
*
* @param gravity
* @param gravity an acceleration vector (not null, unaffected)
*/
public void setGravity(Vector3f gravity) {
rigidBody.setGravity(gravity);
@ -411,46 +439,48 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Get the current gravity of the character.
* Copy the character's gravity vector.
*
* @return
* @return a new acceleration vector (not null)
*/
public Vector3f getGravity() {
return rigidBody.getGravity();
}
/**
* Get the current gravity of the character.
* Copy the character's gravity vector.
*
* @param store The vector to store the result in
* @return
* @param store storage for the result (modified if not null)
* @return an acceleration vector (either the provided storage or a new
* vector, not null)
*/
public Vector3f getGravity(Vector3f store) {
return rigidBody.getGravity(store);
}
/**
* Sets how much the physics forces in the local x/z plane should be
* dampened.
* @param physicsDamping The dampening value, 0 = no dampening, 1 = no external force, default = 0.9
* Alter how much motion in the local X-Z plane is damped.
*
* @param physicsDamping the desired damping factor (0&rarr;no damping, 1=no
* external forces, default=0.9)
*/
public void setPhysicsDamping(float physicsDamping) {
this.physicsDamping = physicsDamping;
}
/**
* Gets how much the physics forces in the local x/z plane should be
* dampened.
* Read how much motion in the local X-Z plane is damped.
*
* @return the damping factor (0&rarr;no damping, 1=no external forces)
*/
public float getPhysicsDamping() {
return physicsDamping;
}
/**
* This actually sets a new collision shape to the character to change the
* height of the capsule.
* Alter the height of collision shape.
*
* @param percent
* @param percent the desired height, as a percentage of the full height
*/
protected void setHeightPercent(float percent) {
scale.setY(percent);
@ -458,7 +488,7 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* This checks if the character is on the ground by doing a ray test.
* Test whether the character is on the ground, by means of a ray test.
*/
protected void checkOnGround() {
TempVars vars = TempVars.get();
@ -499,12 +529,10 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Gets a new collision shape based on the current scale parameter. The
* created collisionshape is a capsule collision shape that is attached to a
* compound collision shape with an offset to set the object center at the
* bottom of the capsule.
* Create a collision shape based on the scale parameter. The new shape is a
* compound shape containing an offset capsule.
*
* @return
* @return a new compound shape (not null)
*/
protected CollisionShape getShape() {
//TODO: cleanup size mess..
@ -516,18 +544,18 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Gets the scaled height.
* Calculate the character's scaled height.
*
* @return
* @return the height
*/
protected float getFinalHeight() {
return height * scale.getY();
}
/**
* Gets the scaled radius.
* Calculate the character's scaled radius.
*
* @return
* @return the radius
*/
protected float getFinalRadius() {
return radius * scale.getZ();
@ -536,7 +564,7 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
/**
* Updates the local coordinate system from the localForward and localUp
* vectors, adapts localForward, sets localForwardRotation quaternion to
* local z-forward rotation.
* local Z-forward rotation.
*/
protected void updateLocalCoordinateSystem() {
//gravity vector has possibly changed, calculate new world forward (UNIT_Z)
@ -547,8 +575,8 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* Updates the local x/z-flattened view direction and the corresponding
* rotation quaternion for the spatial.
* Updates the local X-Z view direction and the corresponding rotation
* quaternion for the spatial.
*/
protected void updateLocalViewDirection() {
//update local rotation quaternion to use for view rotation
@ -568,7 +596,6 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
* set to the new direction
* @param worldUpVector The up vector to use, the result direction will be
* perpendicular to this
* @return
*/
protected final void calculateNewForward(Quaternion rotation, Vector3f direction, Vector3f worldUpVector) {
if (direction == null) {
@ -600,10 +627,9 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* This is implemented from AbstractPhysicsControl and called when the
* spatial is attached for example.
* Translate the character to the specified location.
*
* @param vec
* @param vec desired location (not null, unaffected)
*/
@Override
protected void setPhysicsLocation(Vector3f vec) {
@ -612,12 +638,12 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* This is implemented from AbstractPhysicsControl and called when the
* spatial is attached for example. We don't set the actual physics rotation
* but the view rotation here. It might actually be altered by the
* calculateNewForward method.
* Rotate the physics object to the specified orientation.
* <p>
* We don't set the actual physics rotation but the view rotation here. It
* might actually be altered by the calculateNewForward method.
*
* @param quat
* @param quat desired orientation (not null, unaffected)
*/
@Override
protected void setPhysicsRotation(Quaternion quat) {
@ -627,10 +653,9 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* This is implemented from AbstractPhysicsControl and called when the
* control is supposed to add all objects to the physics space.
* Add all managed physics objects to the specified space.
*
* @param space
* @param space which physics space to add to (not null)
*/
@Override
protected void addPhysics(PhysicsSpace space) {
@ -642,10 +667,9 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
}
/**
* This is implemented from AbstractPhysicsControl and called when the
* control is supposed to remove all objects from the physics space.
* Remove all managed physics objects from the specified space.
*
* @param space
* @param space which physics space to remove from (not null)
*/
@Override
protected void removePhysics(PhysicsSpace space) {
@ -653,16 +677,33 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
space.removeTickListener(this);
}
/**
* Create spatial-dependent data. Invoked when this control is added to a
* spatial.
*
* @param spat the controlled spatial (not null, alias created)
*/
@Override
protected void createSpatialData(Spatial spat) {
rigidBody.setUserObject(spatial);
}
/**
* Destroy spatial-dependent data. Invoked when this control is removed from
* a spatial.
*
* @param spat the previously controlled spatial (not null)
*/
@Override
protected void removeSpatialData(Spatial spat) {
rigidBody.setUserObject(null);
}
/**
* Create a shallow clone for the JME cloner.
*
* @return a new control (not null)
*/
@Override
public Object jmeClone() {
BetterCharacterControl control = new BetterCharacterControl(radius, height, mass);
@ -671,6 +712,12 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
return control;
}
/**
* Serialize this control, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -682,6 +729,12 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
oc.write(physicsDamping, "physicsDamping", 0.9f);
}
/**
* De-serialize this control, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);

@ -49,38 +49,82 @@ import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
/**
* A GhostControl moves with the spatial it is attached to and can be used to check
* overlaps with other physics objects (e.g. aggro radius).
* A physics control to link a PhysicsGhostObject to a spatial.
* <p>
* The ghost object moves with the spatial it is attached to and can be used to
* detect overlaps with other physics objects (e.g. aggro radius).
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class GhostControl extends PhysicsGhostObject implements PhysicsControl, JmeCloneable {
/**
* spatial to which this control is added, or null if none
*/
protected Spatial spatial;
/**
* true&rarr;control is enabled, false&rarr;control is disabled
*/
protected boolean enabled = true;
/**
* true&rarr;body is added to the physics space, false&rarr;not added
*/
protected boolean added = false;
/**
* space to which the ghost object is (or would be) added
*/
protected PhysicsSpace space = null;
/**
* true &rarr; physics coordinates match local transform, false &rarr;
* physics coordinates match world transform
*/
protected boolean applyLocal = false;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public GhostControl() {
}
/**
* Instantiate an enabled control with the specified shape.
*
* @param shape (not null)
*/
public GhostControl(CollisionShape shape) {
super(shape);
}
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return applyLocal;
}
/**
* When set to true, the physics coordinates will be applied to the local
* translation of the Spatial
* @param applyPhysicsLocal
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal true&rarr;match local coordinates,
* false&rarr;match world coordinates (default=false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
applyLocal = applyPhysicsLocal;
}
/**
* Access whichever spatial translation corresponds to the physics location.
*
* @return the pre-existing vector (not null)
*/
private Vector3f getSpatialTranslation() {
if (applyLocal) {
return spatial.getLocalTranslation();
@ -88,6 +132,11 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
return spatial.getWorldTranslation();
}
/**
* Access whichever spatial rotation corresponds to the physics rotation.
*
* @return the pre-existing quaternion (not null)
*/
private Quaternion getSpatialRotation() {
if (applyLocal) {
return spatial.getLocalRotation();
@ -95,12 +144,23 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
return spatial.getWorldRotation();
}
/**
* Clone this control for a different spatial. No longer used as of JME 3.1.
*
* @param spatial the spatial for the clone to control (or null)
* @return a new control (not null)
*/
@Deprecated
@Override
public Control cloneForSpatial(Spatial spatial) {
throw new UnsupportedOperationException();
}
/**
* Create a shallow clone for the JME cloner.
*
* @return a new control (not null)
*/
@Override
public Object jmeClone() {
GhostControl control = new GhostControl(collisionShape);
@ -115,11 +175,27 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
return control;
}
/**
* Callback from {@link com.jme3.util.clone.Cloner} to convert this
* shallow-cloned control into a deep-cloned one, using the specified cloner
* and original to resolve copied fields.
*
* @param cloner the cloner currently cloning this control (not null)
* @param original the control from which this control was shallow-cloned
* (unused)
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
this.spatial = cloner.clone(spatial);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
setUserObject(spatial);
@ -130,6 +206,15 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
setPhysicsRotation(getSpatialRotation());
}
/**
* Enable or disable this control.
* <p>
* When the control is disabled, the ghost object is removed from physics
* space. When the control is enabled again, the object is moved to the
* current location of the spatial and then added to the physics space.
*
* @param enabled true&rarr;enable the control, false&rarr;disable it
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (space != null) {
@ -147,10 +232,22 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
}
}
/**
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is added to a scene. Do not invoke directly
* from user code.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
public void update(float tpf) {
if (!enabled) {
return;
@ -159,6 +256,14 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
setPhysicsRotation(getSpatialRotation());
}
/**
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
public void render(RenderManager rm, ViewPort vp) {
}
@ -189,10 +294,22 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
space = newSpace;
}
/**
* Access the physics space to which the ghost object is (or would be)
* added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace() {
return space;
}
/**
* Serialize this control, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -202,6 +319,12 @@ public class GhostControl extends PhysicsGhostObject implements PhysicsControl,
oc.write(spatial, "spatial", null);
}
/**
* De-serialize this control, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);

@ -58,32 +58,39 @@ import java.util.logging.Logger;
* use this control you need a model with an AnimControl and a
* SkeletonControl.<br> This should be the case if you imported an animated
* model from Ogre or blender.<br> Note enabling/disabling the control
* add/removes it from the physics space<br> <p> This control creates collision
* shapes for each bones of the skeleton when you call
* spatial.addControl(ragdollControl). <ul> <li>The shape is HullCollision shape
* based on the vertices associated with each bone and based on a tweakable
* weight threshold (see setWeightThreshold)</li> <li>If you don't want each
* bone to be a collision shape, you can specify what bone to use by using the
* addBoneName method<br> By using this method, bone that are not used to create
* a shape, are "merged" to their parent to create the collision shape. </li>
* </ul> </p> <p> There are 2 modes for this control : <ul> <li><strong>The
* kinematic modes :</strong><br> this is the default behavior, this means that
* the collision shapes of the body are able to interact with physics enabled
* objects. in this mode physics shapes follow the motion of the animated
* skeleton (for example animated by a key framed animation) this mode is
* enabled by calling setKinematicMode(); </li> <li><strong>The ragdoll modes
* :</strong><br> To enable this behavior, you need to call setRagdollMode()
* method. In this mode the character is entirely controlled by physics, so it
* will fall under the gravity and move if any force is applied to it. </li>
* </ul> </p>
* add/removes it from the physics space<br>
* <p>
* This control creates collision shapes for each bones of the skeleton when you
* invoke spatial.addControl(ragdollControl). <ul> <li>The shape is
* HullCollision shape based on the vertices associated with each bone and based
* on a tweakable weight threshold (see setWeightThreshold)</li> <li>If you
* don't want each bone to be a collision shape, you can specify what bone to
* use by using the addBoneName method<br> By using this method, bone that are
* not used to create a shape, are "merged" to their parent to create the
* collision shape. </li>
* </ul>
* <p>
* There are 2 modes for this control : <ul> <li><strong>The kinematic modes
* :</strong><br> this is the default behavior, this means that the collision
* shapes of the body are able to interact with physics enabled objects. in this
* mode physics shapes follow the motion of the animated skeleton (for example
* animated by a key framed animation) this mode is enabled by calling
* setKinematicMode(); </li> <li><strong>The ragdoll modes:</strong><br> To
* enable this behavior, you need to invoke the setRagdollMode() method. In this
* mode the character is entirely controlled by physics, so it will fall under
* the gravity and move if any force is applied to it.</li>
* </ul>
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author Normen Hansen and Rémy Bouquet (Nehon)
*
* TODO this needs to be redone with the new animation system
* @author Normen Hansen and ©my Bouquet (Nehon)
*/
@Deprecated
public class KinematicRagdollControl extends AbstractPhysicsControl implements PhysicsCollisionListener, JmeCloneable {
/**
* list of registered collision listeners
*/
protected static final Logger logger = Logger.getLogger(KinematicRagdollControl.class.getName());
protected List<RagdollCollisionListener> listeners;
protected final Set<String> boneList = new TreeSet<String>();
@ -91,7 +98,13 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
protected final Vector3f modelPosition = new Vector3f();
protected final Quaternion modelRotation = new Quaternion();
protected final PhysicsRigidBody baseRigidBody;
/**
* model being controlled
*/
protected Spatial targetModel;
/**
* skeleton being controlled
*/
protected Skeleton skeleton;
protected RagdollPreset preset = new HumanoidRagdollPreset();
protected Vector3f initScale;
@ -100,23 +113,52 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
protected boolean blendedControl = false;
protected float weightThreshold = -1.0f;
protected float blendStart = 0.0f;
/**
* blending interval for animations (in seconds, &ge;0)
*/
protected float blendTime = 1.0f;
protected float eventDispatchImpulseThreshold = 10;
protected float rootMass = 15;
/**
* accumulate total mass of ragdoll when control is added to a scene
*/
protected float totalMass = 0;
private Map<String, Vector3f> ikTargets = new HashMap<String, Vector3f>();
private Map<String, Integer> ikChainDepth = new HashMap<String, Integer>();
/**
* rotational speed for inverse kinematics (radians per second, default=7)
*/
private float ikRotSpeed = 7f;
/**
* viscous limb-damping ratio (0&rarr;no damping, 1&rarr;critically damped,
* default=0.6)
*/
private float limbDampening = 0.6f;
/**
* distance threshold for inverse kinematics (default=0.1)
*/
private float IKThreshold = 0.1f;
/**
* Enumerate joint-control modes for this control.
*/
public static enum Mode {
/**
* collision shapes follow the movements of bones in the skeleton
*/
Kinematic,
/**
* skeleton is controlled by Bullet physics (gravity and collisions)
*/
Ragdoll,
/**
* skeleton is controlled by inverse-kinematic targets
*/
IK
}
/**
* Link a bone to a jointed rigid body.
*/
public class PhysicsBoneLink implements Savable {
protected PhysicsRigidBody rigidBody;
@ -126,17 +168,36 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
protected Quaternion startBlendingRot = new Quaternion();
protected Vector3f startBlendingPos = new Vector3f();
/**
* Instantiate an uninitialized link.
*/
public PhysicsBoneLink() {
}
/**
* Access the linked bone.
*
* @return the pre-existing instance or null
*/
public Bone getBone() {
return bone;
}
/**
* Access the linked body.
*
* @return the pre-existing instance or null
*/
public PhysicsRigidBody getRigidBody() {
return rigidBody;
}
/**
* Serialize this bone link, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(rigidBody, "rigidBody", null);
@ -147,6 +208,13 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
oc.write(startBlendingPos, "startBlendingPos", new Vector3f());
}
/**
* De-serialize this bone link, for example when loading from a J3O
* file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
rigidBody = (PhysicsRigidBody) ic.readSavable("rigidBody", null);
@ -159,29 +227,53 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* construct a KinematicRagdollControl
* Instantiate an enabled control.
*/
public KinematicRagdollControl() {
baseRigidBody = new PhysicsRigidBody(new BoxCollisionShape(Vector3f.UNIT_XYZ.mult(0.1f)), 1);
baseRigidBody.setKinematic(mode == Mode.Kinematic);
}
/**
* Instantiate an enabled control with the specified weight threshold.
*
* @param weightThreshold (&gt;0, &lt;1)
*/
public KinematicRagdollControl(float weightThreshold) {
this();
this.weightThreshold = weightThreshold;
}
/**
* Instantiate an enabled control with the specified preset and weight
* threshold.
*
* @param preset (not null)
* @param weightThreshold (&gt;0, &lt;1)
*/
public KinematicRagdollControl(RagdollPreset preset, float weightThreshold) {
this();
this.preset = preset;
this.weightThreshold = weightThreshold;
}
/**
* Instantiate an enabled control with the specified preset.
*
* @param preset (not null)
*/
public KinematicRagdollControl(RagdollPreset preset) {
this();
this.preset = preset;
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is added to a scene. Do not invoke directly
* from user code.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
public void update(float tpf) {
if (!enabled) {
return;
@ -196,6 +288,11 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
}
/**
* Update this control in Ragdoll mode, based on Bullet physics.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
protected void ragDollUpdate(float tpf) {
TempVars vars = TempVars.get();
Quaternion tmpRot1 = vars.quat1;
@ -213,7 +310,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
//retrieving bone rotation in physics world space
Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat();
//multiplying this rotation by the initialWorld rotation of the bone,
//multiplying this rotation by the initialWorld rotation of the bone,
//then transforming it with the inverse world rotation of the model
tmpRot1.set(q).multLocal(link.initalWorldRotation);
tmpRot2.set(targetModel.getWorldRotation()).inverseLocal().mult(tmpRot1, tmpRot1);
@ -237,13 +334,13 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
link.bone.setUserTransformsInModelSpace(position, tmpRot1);
} else {
//if boneList is empty, this means that every bone in the ragdoll has a collision shape,
//so we just update the bone position
//If boneList is empty, every bone has a collision shape,
//so we simply update the bone position.
if (boneList.isEmpty()) {
link.bone.setUserTransformsInModelSpace(position, tmpRot1);
} else {
//boneList is not empty, this means some bones of the skeleton might not be associated with a collision shape.
//So we update them recursively
//So we update them recusively
RagdollUtils.setTransform(link.bone, position, tmpRot1, false, boneList);
}
}
@ -251,6 +348,11 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
vars.release();
}
/**
* Update this control in Kinematic mode, based on bone animation tracks.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
protected void kinematicUpdate(float tpf) {
//the ragdoll does not have control, so the keyframed animation updates the physics position of the physics bonces
TempVars vars = TempVars.get();
@ -261,7 +363,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
// if(link.usedbyIK){
// continue;
// }
//if blended control this means, keyframed animation is updating the skeleton,
//if blended control this means, keyframed animation is updating the skeleton,
//but to allow smooth transition, we blend this transformation with the saved position of the ragdoll
if (blendedControl) {
Vector3f position2 = vars.vect2;
@ -301,6 +403,11 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
vars.release();
}
/**
* Update this control in IK mode, based on IK targets.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
private void ikUpdate(float tpf){
TempVars vars = TempVars.get();
@ -337,6 +444,19 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
vars.release();
}
/**
* Update a bone and its ancestors in IK mode. Note: recursive!
*
* @param link the bone link for the affected bone (may be null)
* @param tpf the time interval between frames (in seconds, &ge;0)
* @param vars unused
* @param tmpRot1 temporary storage used in calculations (not null)
* @param tmpRot2 temporary storage used in calculations (not null)
* @param tipBone (not null)
* @param target the location target in model space (not null, unaffected)
* @param depth depth of the recursion (&ge;0)
* @param maxDepth recursion limit (&ge;0)
*/
public void updateBone(PhysicsBoneLink link, float tpf, TempVars vars, Quaternion tmpRot1, Quaternion[] tmpRot2, Bone tipBone, Vector3f target, int depth, int maxDepth) {
if (link == null || link.bone.getParent() == null) {
return;
@ -391,13 +511,12 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Set the transforms of a rigidBody to match the transforms of a bone. this
* is used to make the ragdoll follow the skeleton motion while in Kinematic
* mode
* Alter the transforms of a rigidBody to match the transforms of a bone.
* This is used to make the ragdoll follow animated motion in Kinematic mode
*
* @param link the link containing the bone and the rigidBody
* @param position just a temp vector for position
* @param tmpRot1 just a temp quaternion for rotation
* @param link the bone link connecting the bone and the rigidBody
* @param position temporary storage used in calculations (not null)
* @param tmpRot1 temporary storage used in calculations (not null)
*/
protected void matchPhysicObjectToBone(PhysicsBoneLink link, Vector3f position, Quaternion tmpRot1) {
//computing position from rotation and scale
@ -415,8 +534,8 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* rebuild the ragdoll this is useful if you applied scale on the ragdoll
* after it's been initialized, same as reattaching.
* Rebuild the ragdoll. This is useful if you applied scale on the ragdoll
* after it was initialized. Same as re-attaching.
*/
public void reBuild() {
if (spatial == null) {
@ -426,6 +545,12 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
createSpatialData(spatial);
}
/**
* Create spatial-dependent data. Invoked when this control is added to a
* scene.
*
* @param model the controlled spatial (not null)
*/
@Override
protected void createSpatialData(Spatial model) {
targetModel = model;
@ -451,7 +576,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
model.addControl(sc);
// put into bind pose and compute bone transforms in model space
// maybe dont reset to ragdoll out of animations?
// maybe don't reset to ragdoll out of animations?
scanSpatial(model);
@ -469,6 +594,12 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
logger.log(Level.FINE, "Created physics ragdoll for skeleton {0}", skeleton);
}
/**
* Destroy spatial-dependent data. Invoked when this control is removed from
* a spatial.
*
* @param spat the previously controlled spatial (not null)
*/
@Override
protected void removeSpatialData(Spatial spat) {
if (added) {
@ -478,15 +609,22 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Add a bone name to this control Using this method you can specify which
* bones of the skeleton will be used to build the collision shapes.
* Add a bone name to this control. Repeated invocations of this method can
* be used to specify which bones to use when generating collision shapes.
* <p>
* Not allowed after attaching the control.
*
* @param name
* @param name the name of the bone to add
*/
public void addBoneName(String name) {
boneList.add(name);
}
/**
* Generate physics shapes and bone links for the skeleton.
*
* @param model the spatial with the model's SkeletonControl (not null)
*/
protected void scanSpatial(Spatial model) {
AnimControl animControl = model.getControl(AnimControl.class);
Map<Integer, List<Float>> pointsMap = null;
@ -505,6 +643,16 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
}
/**
* Generate a physics shape and bone links for the specified bone. Note:
* recursive!
*
* @param model the spatial with the model's SkeletonControl (not null)
* @param bone the bone to be linked (not null)
* @param parent the body linked to the parent bone (not null)
* @param reccount depth of the recursion (&ge;1)
* @param pointsMap (not null)
*/
protected void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) {
PhysicsRigidBody parentShape = parent;
if (boneList.isEmpty() || boneList.contains(bone.getName())) {
@ -512,7 +660,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
PhysicsBoneLink link = new PhysicsBoneLink();
link.bone = bone;
//creating the collision shape
//create the collision shape
HullCollisionShape shape = null;
if (pointsMap != null) {
//build a shape for the bone, using the vertices that are most influenced by this bone
@ -555,16 +703,16 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Set the joint limits for the joint between the given bone and its parent.
* This method can't work before attaching the control to a spatial
* Alter the limits of the joint connecting the specified bone to its
* parent. Can only be invoked after adding the control to a spatial.
*
* @param boneName the name of the bone
* @param maxX the maximum rotation on the x axis (in radians)
* @param minX the minimum rotation on the x axis (in radians)
* @param maxY the maximum rotation on the y axis (in radians)
* @param minY the minimum rotation on the z axis (in radians)
* @param maxZ the maximum rotation on the z axis (in radians)
* @param minZ the minimum rotation on the z axis (in radians)
* @param maxX the maximum rotation on the X axis (in radians)
* @param minX the minimum rotation on the X axis (in radians)
* @param maxY the maximum rotation on the Y axis (in radians)
* @param minY the minimum rotation on the Y axis (in radians)
* @param maxZ the maximum rotation on the Z axis (in radians)
* @param minZ the minimum rotation on the Z axis (in radians)
*/
public void setJointLimit(String boneName, float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
PhysicsBoneLink link = boneLinks.get(boneName);
@ -576,8 +724,8 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Return the joint between the given bone and its parent. This return null
* if it's called before attaching the control to a spatial
* Return the joint between the specified bone and its parent. This return
* null if it's invoked before adding the control to a spatial
*
* @param boneName the name of the bone
* @return the joint between the given bone and its parent
@ -642,9 +790,9 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* For internal use only callback for collisionevent
* For internal use only: callback for collision event
*
* @param event
* @param event (not null)
*/
public void collision(PhysicsCollisionEvent event) {
PhysicsCollisionObject objA = event.getObjectA();
@ -699,7 +847,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
* be animated by the keyframe animation, but will be able to physically
* interact with its physics environment
*
* @param ragdollEnabled
* @param mode an enum value (not null)
*/
protected void setMode(Mode mode) {
this.mode = mode;
@ -777,9 +925,9 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Set the control into Kinematic mode In this mode, the collision shapes
* follow the movements of the skeleton, and can interact with physical
* environment
* Put the control into Kinematic mode. In this mode, the collision shapes
* follow the movements of the skeleton while interacting with the physics
* environment.
*/
public void setKinematicMode() {
if (mode != Mode.Kinematic) {
@ -798,8 +946,8 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Sets the control into Inverse Kinematics mode. The affected bones are affected by IK.
* physics.
* Sets the control into Inverse Kinematics mode. The affected bones are
* affected by IK. physics.
*/
public void setIKMode() {
if (mode != Mode.IK) {
@ -810,16 +958,16 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
/**
* returns the mode of this control
*
* @return
* @return an enum value
*/
public Mode getMode() {
return mode;
}
/**
* add a
* Add a collision listener to this control.
*
* @param listener
* @param listener (not null, alias created)
*/
public void addCollisionListener(RagdollCollisionListener listener) {
if (listeners == null) {
@ -828,35 +976,66 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
listeners.add(listener);
}
/**
* Alter the ragdoll's root mass.
*
* @param rootMass the desired mass (&ge;0)
*/
public void setRootMass(float rootMass) {
this.rootMass = rootMass;
}
/**
* Read the ragdoll's total mass.
*
* @return mass (&ge;0)
*/
public float getTotalMass() {
return totalMass;
}
/**
* Read the ragdoll's weight threshold.
*
* @return threshold
*/
public float getWeightThreshold() {
return weightThreshold;
}
/**
* Alter the ragdoll's weight threshold.
*
* @param weightThreshold the desired threshold
*/
public void setWeightThreshold(float weightThreshold) {
this.weightThreshold = weightThreshold;
}
/**
* Read the ragdoll's event-dispatch impulse threshold.
*
* @return threshold
*/
public float getEventDispatchImpulseThreshold() {
return eventDispatchImpulseThreshold;
}
/**
* Alter the ragdoll's event-dispatch impulse threshold.
*
* @param eventDispatchImpulseThreshold desired threshold
*/
public void setEventDispatchImpulseThreshold(float eventDispatchImpulseThreshold) {
this.eventDispatchImpulseThreshold = eventDispatchImpulseThreshold;
}
/**
* Set the CcdMotionThreshold of all the bone's rigidBodies of the ragdoll
* Alter the CcdMotionThreshold of all rigid bodies in the ragdoll.
*
* @see PhysicsRigidBody#setCcdMotionThreshold(float)
* @param value
* @param value the desired threshold value (velocity, &gt;0) or zero to
* disable CCD (default=0)
*/
public void setCcdMotionThreshold(float value) {
for (PhysicsBoneLink link : boneLinks.values()) {
@ -865,10 +1044,11 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* Set the CcdSweptSphereRadius of all the bone's rigidBodies of the ragdoll
* Alter the CcdSweptSphereRadius of all rigid bodies in the ragdoll.
*
* @see PhysicsRigidBody#setCcdSweptSphereRadius(float)
* @param value
* @param value the desired radius of the sphere used for continuous
* collision detection (&ge;0)
*/
public void setCcdSweptSphereRadius(float value) {
for (PhysicsBoneLink link : boneLinks.values()) {
@ -877,7 +1057,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* return the rigidBody associated to the given bone
* Access the rigidBody associated with the named bone.
*
* @param boneName the name of the bone
* @return the associated rigidBody.
@ -891,15 +1071,22 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* For internal use only specific render for the ragdoll (if debugging)
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm
* @param vp
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
public void render(RenderManager rm, ViewPort vp) {
}
/**
* Create a shallow clone for the JME cloner.
*
* @return a new control (not null)
*/
@Override
public Object jmeClone() {
KinematicRagdollControl control = new KinematicRagdollControl(preset, weightThreshold);
@ -911,6 +1098,14 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
return control;
}
/**
* Add a target for inverse kinematics.
*
* @param bone which bone the IK applies to (not null)
* @param worldPos the world coordinates of the goal (not null)
* @param chainLength number of bones in the chain
* @return a new instance (not null, already added to ikTargets)
*/
public Vector3f setIKTarget(Bone bone, Vector3f worldPos, int chainLength) {
Vector3f target = worldPos.subtract(targetModel.getWorldTranslation());
ikTargets.put(bone.getName(), target);
@ -929,6 +1124,11 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
return target;
}
/**
* Remove the inverse-kinematics target for the specified bone.
*
* @param bone which bone has the target (not null, modified)
*/
public void removeIKTarget(Bone bone) {
int depth = ikChainDepth.remove(bone.getName());
int i = 0;
@ -942,11 +1142,19 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
}
/**
* Remove all inverse-kinematics targets.
*/
public void removeAllIKTargets(){
ikTargets.clear();
ikChainDepth.clear();
applyUserControl();
}
/**
* Ensure that user control is enabled for any bones used by inverse
* kinematics and disabled for any other bones.
*/
public void applyUserControl() {
for (Bone bone : skeleton.getRoots()) {
RagdollUtils.setUserControl(bone, false);
@ -973,39 +1181,77 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
vars.release();
}
}
/**
* Read the rotation speed for inverse kinematics.
*
* @return speed (&ge;0)
*/
public float getIkRotSpeed() {
return ikRotSpeed;
}
/**
* Alter the rotation speed for inverse kinematics.
*
* @param ikRotSpeed the desired speed (&ge;0, default=7)
*/
public void setIkRotSpeed(float ikRotSpeed) {
this.ikRotSpeed = ikRotSpeed;
}
/**
* Read the distance threshold for inverse kinematics.
*
* @return distance threshold
*/
public float getIKThreshold() {
return IKThreshold;
}
/**
* Alter the distance threshold for inverse kinematics.
*
* @param IKThreshold the desired distance threshold (default=0.1)
*/
public void setIKThreshold(float IKThreshold) {
this.IKThreshold = IKThreshold;
}
/**
* Read the limb damping.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getLimbDampening() {
return limbDampening;
}
/**
* Alter the limb damping.
*
* @param limbDampening the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=0.6)
*/
public void setLimbDampening(float limbDampening) {
this.limbDampening = limbDampening;
}
/**
* Access the named bone.
*
* @param name which bone to access
* @return the pre-existing instance, or null if not found
*/
public Bone getBone(String name){
return skeleton.getBone(name);
}
/**
* serialize this control
* Serialize this control, for example when saving to a J3O file.
*
* @param ex
* @throws IOException
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
@ -1032,10 +1278,10 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
}
/**
* de-serialize this control
* De-serialize this control, for example when loading from a J3O file.
*
* @param im
* @throws IOException
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -35,31 +35,47 @@ import com.jme3.bullet.PhysicsSpace;
import com.jme3.scene.control.Control;
/**
* An interface for a scene-graph control that links a physics object to a
* Spatial.
* <p>
* This interface is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public interface PhysicsControl extends Control {
/**
* Only used internally, do not call.
* @param space
* If enabled, add this control's physics object to the specified physics
* space. In not enabled, alter where the object would be added. The object
* is removed from any other space it's currently in.
*
* @param space where to add, or null to simply remove
*/
public void setPhysicsSpace(PhysicsSpace space);
/**
* Access the physics space to which the object is (or would be) added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace();
/**
* The physics object is removed from the physics space when the control
* is disabled. When the control is enabled again the physics object is
* moved to the current location of the spatial and then added to the physics
* space. This allows disabling/enabling physics to move the spatial freely.
* @param state
* Enable or disable this control.
* <p>
* The physics object is removed from its physics space when the control is
* disabled. When the control is enabled again, the physics object is moved
* to the current location of the spatial and then added to the physics
* space.
*
* @param state true&rarr;enable the control, false&rarr;disable it
*/
public void setEnabled(boolean state);
/**
* Returns the current enabled state of the physics control
* @return current enabled state
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled();
}

@ -56,47 +56,91 @@ import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
/**
* A physics control to link a PhysicsRigidBody to a spatial.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl, JmeCloneable {
/**
* spatial to which this control is added, or null if none
*/
protected Spatial spatial;
/**
* true&rarr;control is enabled, false&rarr;control is disabled
*/
protected boolean enabled = true;
/**
* true&rarr;body is added to the physics space, false&rarr;not added
*/
protected boolean added = false;
/**
* space to which the body is (or would be) added
*/
protected PhysicsSpace space = null;
/**
* true&rarr;body is kinematic, false&rarr;body is static or dynamic
*/
protected boolean kinematicSpatial = true;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public RigidBodyControl() {
}
/**
* When using this constructor, the CollisionShape for the RigidBody is generated
* automatically when the Control is added to a Spatial.
* @param mass When not 0, a HullCollisionShape is generated, otherwise a MeshCollisionShape is used. For geometries with box or sphere meshes the proper box or sphere collision shape is used.
* When using this constructor, the CollisionShape for the RigidBody is
* generated automatically when the control is added to a spatial.
*
* @param mass When not 0, a HullCollisionShape is generated, otherwise a
* MeshCollisionShape is used. For geometries with box or sphere meshes the
* proper box or sphere collision shape is used.
*/
public RigidBodyControl(float mass) {
this.mass = mass;
}
/**
* Creates a new PhysicsNode with the supplied collision shape and mass 1
* @param shape
* Instantiate an enabled control with mass=1 and the specified collision
* shape.
*
* @param shape the desired shape (not null, alias created)
*/
public RigidBodyControl(CollisionShape shape) {
super(shape);
}
/**
* Instantiate an enabled control with the specified collision shape and
* mass.
*
* @param shape the desired shape (not null, alias created)
* @param mass the desired mass (&ge;0)
*/
public RigidBodyControl(CollisionShape shape, float mass) {
super(shape, mass);
}
@Deprecated
/**
* Clone this control for a different spatial. No longer used as of JME 3.1.
*
* @param spatial the spatial for the clone to control (or null)
* @return a new control (not null)
*/
@Override
public Control cloneForSpatial(Spatial spatial) {
throw new UnsupportedOperationException();
}
/**
* Create a shallow clone for the JME cloner.
*
* @return a new control (not null)
*/
@Override
public Object jmeClone() {
RigidBodyControl control = new RigidBodyControl(collisionShape, mass);
@ -127,11 +171,27 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
return control;
}
/**
* Callback from {@link com.jme3.util.clone.Cloner} to convert this
* shallow-cloned control into a deep-cloned one, using the specified cloner
* and original to resolve copied fields.
*
* @param cloner the cloner currently cloning this control (not null)
* @param original the control from which this control was shallow-cloned
* (unused)
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
this.spatial = cloner.clone(spatial);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
setUserObject(spatial);
@ -146,6 +206,10 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
setPhysicsRotation(getSpatialRotation());
}
/**
* Set the collision shape based on the controlled spatial and its
* descendents.
*/
protected void createCollisionShape() {
if (spatial == null) {
return;
@ -168,6 +232,15 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
}
}
/**
* Enable or disable this control.
* <p>
* When the control is disabled, the body is removed from physics space.
* When the control is enabled again, the body is moved to the current
* location of the spatial and then added to the physics space.
*
* @param enabled true&rarr;enable the control, false&rarr;disable it
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (space != null) {
@ -185,40 +258,62 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
}
}
/**
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
/**
* Checks if this control is in kinematic spatial mode.
* @return true if the spatial location is applied to this kinematic rigidbody
* Test whether this control is in kinematic mode.
*
* @return true if the spatial location and rotation are applied to the
* rigid body, otherwise false
*/
public boolean isKinematicSpatial() {
return kinematicSpatial;
}
/**
* Sets this control to kinematic spatial mode so that the spatials transform will
* be applied to the rigidbody in kinematic mode, defaults to true.
* @param kinematicSpatial
* Enable or disable kinematic mode. In kinematic mode, the spatial's
* location and rotation will be applied to the rigid body.
*
* @param kinematicSpatial true&rarr;kinematic, false&rarr;dynamic or static
*/
public void setKinematicSpatial(boolean kinematicSpatial) {
this.kinematicSpatial = kinematicSpatial;
}
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return motionState.isApplyPhysicsLocal();
}
/**
* When set to true, the physics coordinates will be applied to the local
* translation of the Spatial instead of the world translation.
* @param applyPhysicsLocal
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal true&rarr;match local coordinates,
* false&rarr;match world coordinates (default=false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
motionState.setApplyPhysicsLocal(applyPhysicsLocal);
}
/**
* Access whichever spatial translation corresponds to the physics location.
*
* @return the pre-existing vector (not null)
*/
private Vector3f getSpatialTranslation(){
if(motionState.isApplyPhysicsLocal()){
return spatial.getLocalTranslation();
@ -226,6 +321,11 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
return spatial.getWorldTranslation();
}
/**
* Access whichever spatial rotation corresponds to the physics rotation.
*
* @return the pre-existing quaternion (not null)
*/
private Quaternion getSpatialRotation(){
if(motionState.isApplyPhysicsLocal()){
return spatial.getLocalRotation();
@ -233,6 +333,12 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
return spatial.getWorldRotation();
}
/**
* Update this control. Invoked once per frame, during the logical-state
* update, provided the control is added to a scene.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
public void update(float tpf) {
if (enabled && spatial != null) {
if (isKinematic() && kinematicSpatial) {
@ -244,6 +350,14 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
}
}
/**
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
public void render(RenderManager rm, ViewPort vp) {
}
@ -274,10 +388,21 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
space = newSpace;
}
/**
* Access the physics space to which the body is (or would be) added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace() {
return space;
}
/**
* Serialize this control, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -288,6 +413,12 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
oc.write(spatial, "spatial", null);
}
/**
* De-serialize this control, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);

@ -51,39 +51,75 @@ import java.io.IOException;
import java.util.Iterator;
/**
* A physics control to link a PhysicsVehicle to a spatial.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class VehicleControl extends PhysicsVehicle implements PhysicsControl, JmeCloneable {
/**
* spatial to which this control is added, or null if none
*/
protected Spatial spatial;
/**
* true&rarr;control is enabled, false&rarr;control is disabled
*/
protected boolean enabled = true;
/**
* space to which the vehicle is (or would be) added
*/
protected PhysicsSpace space = null;
/**
* true&rarr;vehicle is added to the physics space, false&rarr;not added
*/
protected boolean added = false;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public VehicleControl() {
}
/**
* Creates a new PhysicsNode with the supplied collision shape
* @param shape
* Instantiate an enabled control with mass=1 and the specified collision
* shape.
*
* @param shape the desired shape (not null, alias created)
*/
public VehicleControl(CollisionShape shape) {
super(shape);
}
/**
* Instantiate an enabled with the specified collision shape and mass.
*
* @param shape the desired shape (not null, alias created)
* @param mass (&gt;0)
*/
public VehicleControl(CollisionShape shape, float mass) {
super(shape, mass);
}
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return motionState.isApplyPhysicsLocal();
}
/**
* When set to true, the physics coordinates will be applied to the local
* translation of the Spatial
* @param applyPhysicsLocal
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal true&rarr;match local coordinates,
* false&rarr;match world coordinates (default=false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
motionState.setApplyPhysicsLocal(applyPhysicsLocal);
@ -107,13 +143,22 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
return spatial.getWorldRotation();
}
@Deprecated
/**
* Clone this control for a different spatial. No longer used as of JME 3.1.
*
* @param spatial the spatial for the clone to control (or null)
* @return a new control (not null)
*/
@Override
public Control cloneForSpatial(Spatial spatial) {
throw new UnsupportedOperationException();
}
@Override
/**
* Create a shallow clone for the JME cloner.
*
* @return a new control (not null)
*/
public Object jmeClone() {
VehicleControl control = new VehicleControl(collisionShape, mass);
control.setAngularFactor(getAngularFactor());
@ -161,6 +206,15 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
return control;
}
/**
* Callback from {@link com.jme3.util.clone.Cloner} to convert this
* shallow-cloned control into a deep-cloned one, using the specified cloner
* and original to resolve copied fields.
*
* @param cloner the cloner currently cloning this control (not null)
* @param original the control from which this control was shallow-cloned
* (unused)
*/
@Override
public void cloneFields( Cloner cloner, Object original ) {
this.spatial = cloner.clone(spatial);
@ -171,6 +225,11 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
}
}
/**
* Alter which spatial is controlled.
*
* @param spatial spatial to control (or null)
*/
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
setUserObject(spatial);
@ -181,6 +240,15 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
setPhysicsRotation(getSpatialRotation());
}
/**
* Enable or disable this control.
* <p>
* When the control is disabled, the vehicle is removed from physics space.
* When the control is enabled again, the physics object is moved to the
* spatial's location and then added to the physics space.
*
* @param enabled true&rarr;enable the control, false&rarr;disable it
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (space != null) {
@ -198,10 +266,21 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
}
}
/**
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
/**
* Update this control. Invoked once per frame, during the logical-state
* update, provided the control is added to a scene.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
public void update(float tpf) {
if (enabled && spatial != null) {
if (getMotionState().applyTransform(spatial)) {
@ -213,6 +292,14 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
}
}
/**
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
public void render(RenderManager rm, ViewPort vp) {
}
@ -243,10 +330,21 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
space = newSpace;
}
/**
* Access the physics space to which the vehicle is (or would be) added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace() {
return space;
}
/**
* Serialize this control, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -256,6 +354,12 @@ public class VehicleControl extends PhysicsVehicle implements PhysicsControl, Jm
oc.write(spatial, "spatial", null);
}
/**
* De-serialize this control, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -34,11 +34,17 @@ package com.jme3.bullet.control.ragdoll;
import com.jme3.math.FastMath;
/**
* Example ragdoll presets for a typical humanoid skeleton.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author Nehon
*/
public class HumanoidRagdollPreset extends RagdollPreset {
/**
* Initialize the map from bone names to joint presets.
*/
@Override
protected void initBoneMap() {
boneMap.put("head", new JointPreset(FastMath.QUARTER_PI, -FastMath.QUARTER_PI, FastMath.QUARTER_PI, -FastMath.QUARTER_PI, FastMath.QUARTER_PI, -FastMath.QUARTER_PI));
@ -59,6 +65,9 @@ public class HumanoidRagdollPreset extends RagdollPreset {
}
/**
* Initialize the lexicon.
*/
@Override
protected void initLexicon() {
LexiconEntry entry = new LexiconEntry();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -43,14 +43,35 @@ import java.util.logging.Logger;
*/
public abstract class RagdollPreset {
/**
* message logger for this class
*/
protected static final Logger logger = Logger.getLogger(RagdollPreset.class.getName());
/**
* map bone names to joint presets
*/
protected Map<String, JointPreset> boneMap = new HashMap<String, JointPreset>();
/**
* lexicon to map bone names to entries
*/
protected Map<String, LexiconEntry> lexicon = new HashMap<String, LexiconEntry>();
/**
* Initialize the map from bone names to joint presets.
*/
protected abstract void initBoneMap();
/**
* Initialize the lexicon.
*/
protected abstract void initLexicon();
/**
* Apply the preset for the named bone to the specified joint.
*
* @param boneName name
* @param joint where to apply the preset (not null, modified)
*/
public void setupJointForBone(String boneName, SixDofJoint joint) {
if (boneMap.isEmpty()) {
@ -87,14 +108,30 @@ public abstract class RagdollPreset {
}
/**
* Range of motion for a joint.
*/
protected class JointPreset {
private float maxX, minX, maxY, minY, maxZ, minZ;
/**
* Instantiate a preset with no motion allowed.
*/
public JointPreset() {
}
public JointPreset(float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
/**
* Instantiate a preset with the specified range of motion.
*
* @param maxX the maximum rotation on the X axis (in radians)
* @param minX the minimum rotation on the X axis (in radians)
* @param maxY the maximum rotation on the Y axis (in radians)
* @param minY the minimum rotation on the Y axis (in radians)
* @param maxZ the maximum rotation on the Z axis (in radians)
* @param minZ the minimum rotation on the Z axis (in radians)
*/
this.maxX = maxX;
this.minX = minX;
this.maxY = maxY;
@ -103,6 +140,11 @@ public abstract class RagdollPreset {
this.minZ = minZ;
}
/**
* Apply this preset to the specified joint.
*
* @param joint where to apply (not null, modified)
*/
public void setupJoint(SixDofJoint joint) {
joint.getRotationalLimitMotor(0).setHiLimit(maxX);
joint.getRotationalLimitMotor(0).setLoLimit(minX);
@ -113,13 +155,28 @@ public abstract class RagdollPreset {
}
}
/**
* One entry in a bone lexicon.
*/
protected class LexiconEntry extends HashMap<String, Integer> {
/**
* Add a synonym with the specified score.
*
* @param word a substring that might occur in a bone name (not null)
* @param score larger value means more likely to correspond
*/
public void addSynonym(String word, int score) {
put(word.toLowerCase(), score);
}
public int getScore(String word) {
/**
* Calculate a total score for the specified bone name.
*
* @param name the name of a bone (not null)
* @return total score: larger value means more likely to correspond
*/
int score = 0;
String searchWord = word.toLowerCase();
for (String key : this.keySet()) {

@ -48,11 +48,25 @@ import java.nio.FloatBuffer;
import java.util.*;
/**
* Utility methods used by KinematicRagdollControl.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author Nehon
*/
public class RagdollUtils {
/**
* Alter the limits of the specified 6-DOF joint.
*
* @param joint which joint to alter (not null)
* @param maxX the maximum rotation on the X axis (in radians)
* @param minX the minimum rotation on the X axis (in radians)
* @param maxY the maximum rotation on the Y axis (in radians)
* @param minY the minimum rotation on the Y axis (in radians)
* @param maxZ the maximum rotation on the Z axis (in radians)
* @param minZ the minimum rotation on the Z axis (in radians)
*/
public static void setJointLimit(SixDofJoint joint, float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
joint.getRotationalLimitMotor(0).setHiLimit(maxX);
@ -63,6 +77,12 @@ public class RagdollUtils {
joint.getRotationalLimitMotor(2).setLoLimit(minZ);
}
/**
* Build a map of mesh vertices in a subtree of the scene graph.
*
* @param model the root of the subtree (may be null)
* @return a new map (not null)
*/
public static Map<Integer, List<Float>> buildPointMap(Spatial model) {
@ -122,14 +142,15 @@ public class RagdollUtils {
}
/**
* Create a hull collision shape from linked vertices to this bone.
* Vertices have to be previously gathered in a map using buildPointMap method
*
* @param pointsMap
* @param boneIndices
* @param initialScale
* @param initialPosition
* @return
* Create a hull collision shape from linked vertices to this bone. Vertices
* must have previously been gathered using buildPointMap().
*
* @param pointsMap map from bone indices to coordinates (not null,
* unaffected)
* @param boneIndices (not null, unaffected)
* @param initialScale scale factors (not null, unaffected)
* @param initialPosition location (not null, unaffected)
* @return a new shape (not null)
*/
public static HullCollisionShape makeShapeFromPointMap(Map<Integer, List<Float>> pointsMap, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition) {
@ -160,7 +181,15 @@ public class RagdollUtils {
return new HullCollisionShape(p);
}
//returns the list of bone indices of the given bone and its child (if they are not in the boneList)
/**
* Enumerate the bone indices of the specified bone and all its descendents.
*
* @param bone the input bone (not null)
* @param skeleton the skeleton containing the bone (not null)
* @param boneList a set of bone names (not null, unaffected)
*
* @return a new list (not null)
*/
public static List<Integer> getBoneIndices(Bone bone, Skeleton skeleton, Set<String> boneList) {
List<Integer> list = new LinkedList<Integer>();
if (boneList.isEmpty()) {
@ -178,13 +207,13 @@ public class RagdollUtils {
/**
* Create a hull collision shape from linked vertices to this bone.
*
* @param model
* @param boneIndices
* @param initialScale
* @param initialPosition
* @param weightThreshold
* @return
*
* @param model the model on which to base the shape
* @param boneIndices indices of relevant bones (not null, unaffected)
* @param initialScale scale factors
* @param initialPosition location
* @param weightThreshold minimum weight for inclusion
* @return a new shape
*/
public static HullCollisionShape makeShapeFromVerticeWeights(Spatial model, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition, float weightThreshold) {
@ -216,12 +245,18 @@ public class RagdollUtils {
}
/**
* returns a list of points for the given bone
* @param mesh
* @param boneIndex
* @param offset
* @param link
* @return
* Enumerate vertices that meet the weight threshold for the indexed bone.
*
* @param mesh the mesh to analyze (not null)
* @param boneIndex the index of the bone (&ge;0)
* @param initialScale a scale applied to vertex positions (not null,
* unaffected)
* @param offset an offset subtracted from vertex positions (not null,
* unaffected)
* @param weightThreshold the minimum bone weight for inclusion in the
* result (&ge;0, &le;1)
* @return a new list of vertex coordinates (not null, length a multiple of
* 3)
*/
private static List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f initialScale, Vector3f offset, float weightThreshold) {
@ -265,12 +300,16 @@ public class RagdollUtils {
}
/**
* Updates a bone position and rotation.
* if the child bones are not in the bone list this means, they are not associated with a physics shape.
* So they have to be updated
* Updates a bone position and rotation. if the child bones are not in the
* bone list this means, they are not associated with a physics shape. So
* they have to be updated
*
* @param bone the bone
* @param pos the position
* @param rot the rotation
* @param restoreBoneControl true &rarr; user-control flag should be set
* @param boneList the names of all bones without collision shapes (not
* null, unaffected)
*/
public static void setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean restoreBoneControl, Set<String> boneList) {
//we ensure that we have the control
@ -292,6 +331,12 @@ public class RagdollUtils {
}
}
/**
* Alter the user-control flags of a bone and all its descendents.
*
* @param bone the ancestor bone (not null, modified)
* @param bool true to enable user control, false to disable
*/
public static void setUserControl(Bone bone, boolean bool) {
bone.setUserControl(bool);
for (Bone child : bone.getChildren()) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -37,14 +37,27 @@ import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
/**
* The abstract base class for physics-debug controls (such as
* BulletRigidBodyDebugControl) used to visualize individual collision objects
* and joints.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public abstract class AbstractPhysicsDebugControl extends AbstractControl {
private final Quaternion tmp_inverseWorldRotation = new Quaternion();
/**
* the app state that this control serves
*/
protected final BulletDebugAppState debugAppState;
/**
* Instantiate an enabled control to serve the specified debug app state.
*
* @param debugAppState which app state (not null, alias created)
*/
public AbstractPhysicsDebugControl(BulletDebugAppState debugAppState) {
this.debugAppState = debugAppState;
}
@ -55,10 +68,27 @@ public abstract class AbstractPhysicsDebugControl extends AbstractControl {
@Override
protected abstract void controlUpdate(float tpf);
/**
* Apply the specified location and orientation to the controlled spatial.
*
* @param worldLocation location vector (in physics-space coordinates, not
* null, unaffected)
* @param worldRotation orientation (in physics-space coordinates, not null,
* unaffected)
*/
protected void applyPhysicsTransform(Vector3f worldLocation, Quaternion worldRotation) {
applyPhysicsTransform(worldLocation, worldRotation, this.spatial);
}
/**
* Apply the specified location and orientation to the specified spatial.
*
* @param worldLocation location vector (in physics-space coordinates, not
* null, unaffected)
* @param worldRotation orientation (in physics-space coordinates, not null,
* unaffected)
* @param spatial where to apply (may be null)
*/
protected void applyPhysicsTransform(Vector3f worldLocation, Quaternion worldRotation, Spatial spatial) {
if (spatial != null) {
Vector3f localLocation = spatial.getLocalTranslation();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,16 +42,37 @@ import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
/**
* A physics-debug control used to visualize a PhysicsCharacter.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
/**
* character to visualize (not null)
*/
protected final PhysicsCharacter body;
/**
* temporary storage for physics location
*/
protected final Vector3f location = new Vector3f();
protected final Quaternion rotation = new Quaternion();
/**
* shape for which geom was generated
*/
protected CollisionShape myShape;
/**
* geometry to visualize myShape (not null)
*/
protected Spatial geom;
/**
* Instantiate an enabled control to visualize the specified character.
*
* @param debugAppState which app state (not null, alias created)
* @param body the character to visualize (not null, alias created)
*/
public BulletCharacterDebugControl(BulletDebugAppState debugAppState, PhysicsCharacter body) {
super(debugAppState);
@ -61,6 +82,13 @@ public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
geom.setMaterial(debugAppState.DEBUG_PINK);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
@ -73,6 +101,13 @@ public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
super.setSpatial(spatial);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
if(myShape != body.getCollisionShape()){
@ -86,6 +121,14 @@ public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
geom.setLocalScale(body.getCollisionShape().getScale());
}
/**
* Render this control. Invoked once port per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -55,31 +55,84 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* An app state to manage a debug visualization of a physics space.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletDebugAppState extends AbstractAppState {
/**
* message logger for this class
*/
protected static final Logger logger = Logger.getLogger(BulletDebugAppState.class.getName());
/**
* limit which objects are visualized, or null to visualize all objects
*/
protected DebugAppStateFilter filter;
protected Application app;
protected AssetManager assetManager;
/**
* physics space to visualize (not null)
*/
protected final PhysicsSpace space;
/**
* scene-graph node to parent the geometries
*/
protected final Node physicsDebugRootNode = new Node("Physics Debug Root Node");
/**
* view port in which to render (not null)
*/
protected ViewPort viewPort;
protected RenderManager rm;
/**
* material for inactive rigid bodies
*/
public Material DEBUG_BLUE;
public Material DEBUG_RED;
/**
* material for joints
*/
public Material DEBUG_GREEN;
/**
* material for ghosts
*/
public Material DEBUG_YELLOW;
/**
* material for vehicles and active rigid bodies
*/
public Material DEBUG_MAGENTA;
/**
* material for physics characters
*/
public Material DEBUG_PINK;
/**
* map rigid bodies to visualizations
*/
protected HashMap<PhysicsRigidBody, Spatial> bodies = new HashMap<PhysicsRigidBody, Spatial>();
/**
* map joints to visualizations
*/
protected HashMap<PhysicsJoint, Spatial> joints = new HashMap<PhysicsJoint, Spatial>();
/**
* map ghosts to visualizations
*/
protected HashMap<PhysicsGhostObject, Spatial> ghosts = new HashMap<PhysicsGhostObject, Spatial>();
/**
* map physics characters to visualizations
*/
protected HashMap<PhysicsCharacter, Spatial> characters = new HashMap<PhysicsCharacter, Spatial>();
/**
* map vehicles to visualizations
*/
protected HashMap<PhysicsVehicle, Spatial> vehicles = new HashMap<PhysicsVehicle, Spatial>();
/**
* Instantiate an app state to visualize the specified space. This constructor should be invoked only by
* BulletAppState.
*
* @param space physics space to visualize (not null, alias created)
*/
public BulletDebugAppState(PhysicsSpace space) {
this.space = space;
}
@ -88,10 +141,22 @@ public class BulletDebugAppState extends AbstractAppState {
return new DebugTools(assetManager);
}
/**
* Alter which objects are visualized.
*
* @param filter the desired filter, or or null to visualize all objects
*/
public void setFilter(DebugAppStateFilter filter) {
this.filter = filter;
}
/**
* Initialize this state prior to its 1st update. Should be invoked only by
* a subclass or by the AppStateManager.
*
* @param stateManager the manager for this state (not null)
* @param app the application which owns this state (not null)
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
@ -105,12 +170,25 @@ public class BulletDebugAppState extends AbstractAppState {
viewPort.attachScene(physicsDebugRootNode);
}
/**
* Transition this state from terminating to detached. Should be invoked
* only by a subclass or by the AppStateManager. Invoked once for each time
* {@link #initialize(com.jme3.app.state.AppStateManager, com.jme3.app.Application)}
* is invoked.
*/
@Override
public void cleanup() {
rm.removeMainView(viewPort);
super.cleanup();
}
/**
* Update this state prior to rendering. Should be invoked only by a
* subclass or by the AppStateManager. Invoked once per frame, provided the
* state is attached and enabled.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
public void update(float tpf) {
super.update(tpf);
@ -125,6 +203,13 @@ public class BulletDebugAppState extends AbstractAppState {
physicsDebugRootNode.updateGeometricState();
}
/**
* Render this state. Should be invoked only by a subclass or by the
* AppStateManager. Invoked once per frame, provided the state is attached
* and enabled.
*
* @param rm the render manager (not null)
*/
@Override
public void render(RenderManager rm) {
super.render(rm);
@ -133,6 +218,11 @@ public class BulletDebugAppState extends AbstractAppState {
}
}
/**
* Initialize the materials.
*
* @param app the application which owns this state (not null)
*/
private void setupMaterials(Application app) {
AssetManager manager = app.getAssetManager();
DEBUG_BLUE = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
@ -311,14 +401,14 @@ public class BulletDebugAppState extends AbstractAppState {
}
/**
* Interface that allows filtering out objects from the debug display
* Interface to restrict which physics objects are visualized.
*/
public static interface DebugAppStateFilter {
/**
* Queries an object to be displayed
* Test whether the specified physics object should be displayed.
*
* @param obj The object to be displayed
* @param obj the joint or collision object to test (unaffected)
* @return return true if the object should be displayed, false if not
*/
public boolean displayObject(Object obj);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,17 +42,41 @@ import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
/**
* A physics-debug control used to visualize a PhysicsGhostObject.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
/**
* ghost object to visualize (not null)
*/
protected final PhysicsGhostObject body;
/**
* temporary storage for physics location
*/
protected final Vector3f location = new Vector3f();
/**
* temporary storage for physics rotation
*/
protected final Quaternion rotation = new Quaternion();
/**
* shape for which geom was generated (not null)
*/
protected CollisionShape myShape;
/**
* geometry to visualize myShape (not null)
*/
protected Spatial geom;
/**
* Instantiate an enabled control to visualize the specified ghost object.
*
* @param debugAppState which app state (not null, alias created)
* @param body which object to visualize (not null, alias created)
*/
public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
super(debugAppState);
this.body = body;
@ -63,6 +87,13 @@ public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
geom.setMaterial(debugAppState.DEBUG_YELLOW);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
@ -75,6 +106,13 @@ public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
super.setSpatial(spatial);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
if (myShape != body.getCollisionShape()) {
@ -88,6 +126,14 @@ public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
geom.setLocalScale(body.getCollisionShape().getScale());
}
/**
* Render this control. Invoked once per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -43,6 +43,9 @@ import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
/**
* A physics-debug control used to visualize a PhysicsJoint.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
@ -58,6 +61,12 @@ public class BulletJointDebugControl extends AbstractPhysicsDebugControl {
protected final Vector3f offA = new Vector3f();
protected final Vector3f offB = new Vector3f();
/**
* Instantiate an enabled control to visualize the specified joint.
*
* @param debugAppState which app state (not null, alias created)
* @param body the joint to visualize (not null, alias created)
*/
public BulletJointDebugControl(BulletDebugAppState debugAppState, PhysicsJoint body) {
super(debugAppState);
this.body = body;
@ -71,6 +80,13 @@ public class BulletJointDebugControl extends AbstractPhysicsDebugControl {
geomB.setMaterial(debugAppState.DEBUG_GREEN);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
@ -85,6 +101,13 @@ public class BulletJointDebugControl extends AbstractPhysicsDebugControl {
super.setSpatial(spatial);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
body.getBodyA().getPhysicsLocation(a.getTranslation());
@ -100,6 +123,14 @@ public class BulletJointDebugControl extends AbstractPhysicsDebugControl {
arrowB.setArrowExtent(body.getPivotB());
}
/**
* Render this control. Invoked once per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,17 +42,41 @@ import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
/**
* A physics-debug control used to visualize a PhysicsRigidBody.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
/**
* rigid body to visualize (not null)
*/
protected final PhysicsRigidBody body;
/**
* temporary storage for physics location
*/
protected final Vector3f location = new Vector3f();
/**
* temporary storage for physics rotation
*/
protected final Quaternion rotation = new Quaternion();
/**
* shape for which geom was generated (not null)
*/
protected CollisionShape myShape;
/**
* geometry to visualize myShape (not null)
*/
protected Spatial geom;
/**
* Instantiate an enabled control to visualize the specified body.
*
* @param debugAppState which app state (not null, alias created)
* @param body which body to visualize (not null, alias created)
*/
public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) {
super(debugAppState);
this.body = body;
@ -62,6 +86,13 @@ public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
geom.setMaterial(debugAppState.DEBUG_BLUE);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
@ -74,6 +105,13 @@ public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
super.setSpatial(spatial);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
if(myShape != body.getCollisionShape()){
@ -91,6 +129,14 @@ public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
geom.setLocalScale(body.getCollisionShape().getScale());
}
/**
* Render this control. Invoked once per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -43,6 +43,9 @@ import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
/**
* A physics-debug control used to visualize a PhysicsVehicle.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
@ -53,6 +56,12 @@ public class BulletVehicleDebugControl extends AbstractPhysicsDebugControl {
protected final Vector3f location = new Vector3f();
protected final Quaternion rotation = new Quaternion();
/**
* Instantiate an enabled control to visualize the specified vehicle.
*
* @param debugAppState which app state (not null, alias created)
* @param body which vehicle to visualize (not null, alias created)
*/
public BulletVehicleDebugControl(BulletDebugAppState debugAppState, PhysicsVehicle body) {
super(debugAppState);
this.body = body;
@ -60,6 +69,13 @@ public class BulletVehicleDebugControl extends AbstractPhysicsDebugControl {
createVehicle();
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
@ -104,6 +120,13 @@ public class BulletVehicleDebugControl extends AbstractPhysicsDebugControl {
}
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
for (int i = 0; i < body.getNumWheels(); i++) {
@ -136,6 +159,14 @@ public class BulletVehicleDebugControl extends AbstractPhysicsDebugControl {
applyPhysicsTransform(body.getPhysicsLocation(location), body.getPhysicsRotation(rotation));
}
/**
* Render this control. Invoked once per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,43 +42,129 @@ import com.jme3.scene.Node;
import com.jme3.scene.debug.Arrow;
/**
* Debugging aids.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class DebugTools {
protected final AssetManager manager;
/**
* unshaded blue material
*/
public Material DEBUG_BLUE;
/**
* unshaded red material
*/
public Material DEBUG_RED;
/**
* unshaded green material
*/
public Material DEBUG_GREEN;
/**
* unshaded yellow material
*/
public Material DEBUG_YELLOW;
/**
* unshaded magenta material
*/
public Material DEBUG_MAGENTA;
/**
* unshaded pink material
*/
public Material DEBUG_PINK;
/**
* node for attaching debug geometries
*/
public Node debugNode = new Node("Debug Node");
/**
* mesh for the blue arrow
*/
public Arrow arrowBlue = new Arrow(Vector3f.ZERO);
/**
* geometry for the blue arrow
*/
public Geometry arrowBlueGeom = new Geometry("Blue Arrow", arrowBlue);
/**
* mesh for the green arrow
*/
public Arrow arrowGreen = new Arrow(Vector3f.ZERO);
/**
* geometry for the green arrow
*/
public Geometry arrowGreenGeom = new Geometry("Green Arrow", arrowGreen);
/**
* mesh for the red arrow
*/
public Arrow arrowRed = new Arrow(Vector3f.ZERO);
/**
* geometry for the red arrow
*/
public Geometry arrowRedGeom = new Geometry("Red Arrow", arrowRed);
/**
* mesh for the magenta arrow
*/
public Arrow arrowMagenta = new Arrow(Vector3f.ZERO);
/**
* geometry for the magenta arrow
*/
public Geometry arrowMagentaGeom = new Geometry("Magenta Arrow", arrowMagenta);
/**
* mesh for the yellow arrow
*/
public Arrow arrowYellow = new Arrow(Vector3f.ZERO);
/**
* geometry for the yellow arrow
*/
public Geometry arrowYellowGeom = new Geometry("Yellow Arrow", arrowYellow);
/**
* mesh for the pink arrow
*/
public Arrow arrowPink = new Arrow(Vector3f.ZERO);
/**
* geometry for the pink arrow
*/
public Geometry arrowPinkGeom = new Geometry("Pink Arrow", arrowPink);
/**
* local copy of {@link com.jme3.math.Vector3f#UNIT_X}
*/
protected static final Vector3f UNIT_X_CHECK = new Vector3f(1, 0, 0);
/**
* local copy of {@link com.jme3.math.Vector3f#UNIT_Y}
*/
protected static final Vector3f UNIT_Y_CHECK = new Vector3f(0, 1, 0);
/**
* local copy of {@link com.jme3.math.Vector3f#UNIT_Z}
*/
protected static final Vector3f UNIT_Z_CHECK = new Vector3f(0, 0, 1);
/**
* local copy of {@link com.jme3.math.Vector3f#UNIT_XYZ}
*/
protected static final Vector3f UNIT_XYZ_CHECK = new Vector3f(1, 1, 1);
/**
* local copy of {@link com.jme3.math.Vector3f#ZERO}
*/
protected static final Vector3f ZERO_CHECK = new Vector3f(0, 0, 0);
/**
* Instantiate a set of debug tools.
*
* @param manager for loading assets (not null, alias created)
*/
public DebugTools(AssetManager manager) {
this.manager = manager;
setupMaterials();
setupDebugNode();
}
/**
* Render all the debug geometries to the specified view port.
*
* @param rm the render manager (not null)
* @param vp the view port (not null)
*/
public void show(RenderManager rm, ViewPort vp) {
if (!Vector3f.UNIT_X.equals(UNIT_X_CHECK) || !Vector3f.UNIT_Y.equals(UNIT_Y_CHECK) || !Vector3f.UNIT_Z.equals(UNIT_Z_CHECK)
|| !Vector3f.UNIT_XYZ.equals(UNIT_XYZ_CHECK) || !Vector3f.ZERO.equals(ZERO_CHECK)) {
@ -94,36 +180,75 @@ public class DebugTools {
rm.renderScene(debugNode, vp);
}
/**
* Alter the location and extent of the blue arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setBlueArrow(Vector3f location, Vector3f extent) {
arrowBlueGeom.setLocalTranslation(location);
arrowBlue.setArrowExtent(extent);
}
/**
* Alter the location and extent of the green arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setGreenArrow(Vector3f location, Vector3f extent) {
arrowGreenGeom.setLocalTranslation(location);
arrowGreen.setArrowExtent(extent);
}
/**
* Alter the location and extent of the red arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setRedArrow(Vector3f location, Vector3f extent) {
arrowRedGeom.setLocalTranslation(location);
arrowRed.setArrowExtent(extent);
}
/**
* Alter the location and extent of the magenta arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setMagentaArrow(Vector3f location, Vector3f extent) {
arrowMagentaGeom.setLocalTranslation(location);
arrowMagenta.setArrowExtent(extent);
}
/**
* Alter the location and extent of the yellow arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setYellowArrow(Vector3f location, Vector3f extent) {
arrowYellowGeom.setLocalTranslation(location);
arrowYellow.setArrowExtent(extent);
}
/**
* Alter the location and extent of the pink arrow.
*
* @param location the coordinates of the tail (not null, unaffected)
* @param extent the offset of the tip from the tail (not null, unaffected)
*/
public void setPinkArrow(Vector3f location, Vector3f extent) {
arrowPinkGeom.setLocalTranslation(location);
arrowPink.setArrowExtent(extent);
}
/**
* Attach all the debug geometries to the debug node.
*/
protected void setupDebugNode() {
arrowBlueGeom.setMaterial(DEBUG_BLUE);
arrowGreenGeom.setMaterial(DEBUG_GREEN);
@ -139,6 +264,9 @@ public class DebugTools {
debugNode.attachChild(arrowPinkGeom);
}
/**
* Initialize all the DebugTools materials.
*/
protected void setupMaterials() {
DEBUG_BLUE = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
DEBUG_BLUE.getAdditionalRenderState().setWireframe(true);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -44,17 +44,21 @@ import java.util.Iterator;
import java.util.LinkedList;
/**
* A utility class for generating collision shapes from Spatials.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen, tim8dev
*/
public class CollisionShapeFactory {
/**
* returns the correct transform for a collisionshape in relation
* to the ancestor for which the collisionshape is generated
* Calculate the correct transform for a collision shape relative to the
* ancestor for which the shape was generated.
*
* @param spat
* @param parent
* @return
* @return a new instance (not null)
*/
private static Transform getTransform(Spatial spat, Spatial parent) {
Transform shapeTransform = new Transform();
@ -135,30 +139,48 @@ public class CollisionShapeFactory {
}
/**
* 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.
* This type of collision shape is mesh-accurate and meant for immovable
* "world objects". Examples include terrain, houses or whole shooter
* levels.
* <p>
* Objects with "mesh" type collision shape will not collide with each
* other.
*
* @param rootNode the node on which to base the shape (not null)
* @return a new shape (not null)
*/
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
* 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 the node on which to base the shape (not null)
* @return a new shape (not null)
*/
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.
* Create a mesh shape for the given Spatial.
* <p>
* This type of collision shape is mesh-accurate and meant for immovable
* "world objects". Examples include terrain, houses or whole shooter
* levels.
* <p>
* Objects with "mesh" type collision shape will not collide with each
* other.
* <p>
* Creates a HeightfieldCollisionShape if the supplied spatial is a
* TerrainQuad.
*
* @param spatial the spatial on which to base the shape (not null)
* @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) {
@ -177,9 +199,14 @@ public class CollisionShapeFactory {
}
/**
* 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.
* Create a hull shape for the given Spatial.
* <p>
* For mesh-accurate animated meshes (CPU intense!) use GImpact shapes.
*
* @param spatial the spatial on which to base the shape (not null)
* @return a HullCollisionShape (if spatial is a Geometry) or a
* CompoundCollisionShape with HullCollisionShapes as children (if spatial
* is a Node)
*/
public static CollisionShape createDynamicMeshShape(Spatial spatial) {
if (spatial instanceof Geometry) {
@ -192,6 +219,14 @@ public class CollisionShapeFactory {
}
/**
* Create a box shape for the given Spatial.
*
* @param spatial the spatial on which to base the shape (not null)
* @return a BoxCollisionShape (if spatial is a Geometry) or a
* CompoundCollisionShape with BoxCollisionShapes as children (if spatial is
* a Node)
*/
public static CollisionShape createBoxShape(Spatial spatial) {
if (spatial instanceof Geometry) {
return createSingleBoxShape((Geometry) spatial, spatial);
@ -203,9 +238,12 @@ public class CollisionShapeFactory {
}
/**
* 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.
* This type of collision shape is mesh-accurate and meant for immovable
* "world objects". Examples include terrain, houses or whole shooter
* levels.
* <p>
* Objects with "mesh" type collision shape will not collide with each
* other.
*/
private static MeshCollisionShape createSingleMeshShape(Geometry geom, Spatial parent) {
Mesh mesh = geom.getMesh();
@ -220,9 +258,13 @@ public class CollisionShapeFactory {
}
/**
* Uses the bounding box of the supplied spatial to create a BoxCollisionShape
* @param spatial
* @return BoxCollisionShape with the size of the spatials BoundingBox
* Use the bounding box of the supplied spatial to create a
* BoxCollisionShape.
*
* @param spatial the spatial on which to base the shape (not null)
* @param parent unused
* @return a new shape with the dimensions of the spatial's bounding box
* (not null)
*/
private static BoxCollisionShape createSingleBoxShape(Spatial spatial, Spatial parent) {
//TODO: using world bound here instead of "local world" bound...
@ -232,7 +274,10 @@ public class CollisionShapeFactory {
}
/**
* This method creates a hull collision shape for the given mesh.<br>
* Create a hull collision shape for the specified geometry.
*
* @param geom the geometry on which to base the shape (not null)
* @param parent
*/
private static HullCollisionShape createSingleDynamicMeshShape(Geometry geom, Spatial parent) {
Mesh mesh = geom.getMesh();

@ -62,17 +62,36 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <p>PhysicsSpace - The central jbullet-jme physics space</p>
* A jbullet-jme physics space with its own btDynamicsWorld.
*
* @author normenhansen
*/
public class PhysicsSpace {
/**
* message logger for this class
*/
private static final Logger logger = Logger.getLogger(PhysicsSpace.class.getName());
/**
* index of the X axis
*/
public static final int AXIS_X = 0;
/**
* index of the Y axis
*/
public static final int AXIS_Y = 1;
/**
* index of the Z axis
*/
public static final int AXIS_Z = 2;
/**
* Bullet identifier of the physics space. The constructor sets this to a
* non-zero value.
*/
private long physicsSpaceId = 0;
/**
* first-in/first-out (FIFO) queue of physics tasks for each thread
*/
private static ThreadLocal<ConcurrentLinkedQueue<AppTask<?>>> pQueueTL =
new ThreadLocal<ConcurrentLinkedQueue<AppTask<?>>>() {
@Override
@ -80,8 +99,17 @@ public class PhysicsSpace {
return new ConcurrentLinkedQueue<AppTask<?>>();
}
};
/**
* first-in/first-out (FIFO) queue of physics tasks
*/
private ConcurrentLinkedQueue<AppTask<?>> pQueue = new ConcurrentLinkedQueue<AppTask<?>>();
/**
* physics space for each thread
*/
private static ThreadLocal<PhysicsSpace> physicsSpaceTL = new ThreadLocal<PhysicsSpace>();
/**
* copy of type of acceleration structure used
*/
private BroadphaseType broadphaseType = BroadphaseType.DBVT;
// private DiscreteDynamicsWorld dynamicsWorld = null;
// private BroadphaseInterface broadphase;
@ -99,10 +127,32 @@ public class PhysicsSpace {
private Map<Integer, PhysicsCollisionGroupListener> collisionGroupListeners = new ConcurrentHashMap<Integer, PhysicsCollisionGroupListener>();
private ConcurrentLinkedQueue<PhysicsTickListener> tickListeners = new ConcurrentLinkedQueue<PhysicsTickListener>();
private PhysicsCollisionEventFactory eventFactory = new PhysicsCollisionEventFactory();
/**
* copy of minimum coordinate values when using AXIS_SWEEP broadphase
* algorithms
*/
private Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f);
/**
* copy of maximum coordinate values when using AXIS_SWEEP broadphase
* algorithms
*/
private Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f);
/**
* physics time step (in seconds, &gt;0)
*/
private float accuracy = 1f / 60f;
private int maxSubSteps = 4, rayTestFlags = 1 << 2;
/**
* maximum number of physics steps per frame (&ge;0, default=4)
*/
private int maxSubSteps = 4;
/**
* flags used in ray tests
*/
private int rayTestFlags = 1 << 2;
/**
* copy of number of iterations used by the contact-and-constraint solver
* (default=10)
*/
private int solverNumIterations = 10;
static {
@ -111,9 +161,8 @@ public class PhysicsSpace {
}
/**
* Get the current PhysicsSpace <b>running on this thread</b><br/> For
* parallel physics, this can also be called from the OpenGL thread to
* receive the PhysicsSpace
* Access the PhysicsSpace <b>running on this thread</b>. For parallel
* physics, this can be invoked from the OpenGL thread.
*
* @return the PhysicsSpace running on this thread
*/
@ -124,24 +173,47 @@ public class PhysicsSpace {
/**
* Used internally
*
* @param space
* @param space which physics space to simulate on this thread
*/
public static void setLocalThreadPhysicsSpace(PhysicsSpace space) {
physicsSpaceTL.set(space);
}
/**
* Instantiate a PhysicsSpace. Must be invoked on the designated physics
* thread.
*/
public PhysicsSpace() {
this(new Vector3f(-10000f, -10000f, -10000f), new Vector3f(10000f, 10000f, 10000f), BroadphaseType.DBVT);
}
/**
* Instantiate a PhysicsSpace. Must be invoked on the designated physics
* thread.
*/
public PhysicsSpace(BroadphaseType broadphaseType) {
this(new Vector3f(-10000f, -10000f, -10000f), new Vector3f(10000f, 10000f, 10000f), broadphaseType);
}
/**
* Instantiate a PhysicsSpace. Must be invoked on the designated physics
* thread.
*/
public PhysicsSpace(Vector3f worldMin, Vector3f worldMax) {
this(worldMin, worldMax, BroadphaseType.AXIS_SWEEP_3);
}
/**
* Instantiate a PhysicsSpace. Must be invoked on the designated physics
* thread.
*
* @param worldMin the desired minimum coordinates values (not null,
* unaffected, default=-10k,-10k,-10k)
* @param worldMax the desired minimum coordinates values (not null,
* unaffected, default=10k,10k,10k)
* @param broadphaseType which broadphase collision-detection algorithm to
* use (not null)
*/
public PhysicsSpace(Vector3f worldMin, Vector3f worldMax, BroadphaseType broadphaseType) {
this.worldMin.set(worldMin);
this.worldMax.set(worldMax);
@ -150,7 +222,7 @@ public class PhysicsSpace {
}
/**
* Has to be called from the (designated) physics thread
* Must be invoked on the designated physics thread.
*/
public void create() {
physicsSpaceId = createPhysicsSpace(worldMin.x, worldMin.y, worldMin.z, worldMax.x, worldMax.y, worldMax.z, broadphaseType.ordinal(), false);
@ -191,6 +263,13 @@ public class PhysicsSpace {
private native long createPhysicsSpace(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int broadphaseType, boolean threading);
/**
* Callback invoked just before the physics is stepped.
* <p>
* This method is invoked from native code.
*
* @param timeStep the time per physics step (in seconds, &ge;0)
*/
private void preTick_native(float f) {
AppTask task;
while((task=pQueue.poll())!=null){
@ -208,6 +287,13 @@ public class PhysicsSpace {
}
}
/**
* Callback invoked just after the physics is stepped.
* <p>
* This method is invoked from native code.
*
* @param timeStep the time per physics step (in seconds, &ge;0)
*/
private void postTick_native(float f) {
for (Iterator<PhysicsTickListener> it = tickListeners.iterator(); it.hasNext();) {
PhysicsTickListener physicsTickCallback = it.next();
@ -215,6 +301,9 @@ public class PhysicsSpace {
}
}
/**
* This method is invoked from native code.
*/
private void addCollision_native() {
}
@ -334,6 +423,9 @@ public class PhysicsSpace {
collisionEvents.add(eventFactory.getEvent(PhysicsCollisionEvent.TYPE_PROCESSED, node, node1, manifoldPointObjectId));
}
/**
* This method is invoked from native code.
*/
private boolean notifyCollisionGroupListeners_native(PhysicsCollisionObject node, PhysicsCollisionObject node1){
PhysicsCollisionGroupListener listener = collisionGroupListeners.get(node.getCollisionGroup());
PhysicsCollisionGroupListener listener1 = collisionGroupListeners.get(node1.getCollisionGroup());
@ -350,19 +442,21 @@ public class PhysicsSpace {
}
/**
* updates the physics space
* Update this space. Invoked (by the Bullet app state) once per frame while
* the app state is attached and enabled.
*
* @param time the current time value
* @param time time-per-frame multiplied by speed (in seconds, &ge;0)
*/
public void update(float time) {
update(time, maxSubSteps);
}
/**
* updates the physics space, uses maxSteps<br>
* Simulate for the specified time interval, using no more than the
* specified number of steps.
*
* @param time the current time value
* @param maxSteps
* @param time the time interval (in seconds, &ge;0)
* @param maxSteps the maximum number of steps (&ge;1)
*/
public void update(float time, int maxSteps) {
// if (getDynamicsWorld() == null) {
@ -374,6 +468,9 @@ public class PhysicsSpace {
private native void stepSimulation(long space, float time, int maxSteps, float accuracy);
/**
* Distribute each collision event to all listeners.
*/
public void distributeEvents() {
//add collision callbacks
int clistsize = collisionListeners.size();
@ -387,6 +484,13 @@ public class PhysicsSpace {
}
}
/**
* Enqueue a callable on the currently executing thread.
*
* @param <V> the task's result type
* @param callable the task to be executed
* @return a new task (not null)
*/
public static <V> Future<V> enqueueOnThisThread(Callable<V> callable) {
AppTask<V> task = new AppTask<V>(callable);
System.out.println("created apptask");
@ -395,11 +499,11 @@ public class PhysicsSpace {
}
/**
* calls the callable on the next physics tick (ensuring e.g. force
* applying)
* Invoke the specified callable during the next physics tick. This is
* useful for applying forces.
*
* @param <V>
* @param callable
* @param <V> the return type of the callable
* @param callable which callable to invoke
* @return Future object
*/
public <V> Future<V> enqueue(Callable<V> callable) {
@ -409,9 +513,10 @@ public class PhysicsSpace {
}
/**
* adds an object to the physics space
* Add the specified object to this space.
*
* @param obj the PhysicsControl or Spatial with PhysicsControl to add
* @param obj the PhysicsControl, Spatial-with-PhysicsControl,
* PhysicsCollisionObject, or PhysicsJoint to add (not null, modified)
*/
public void add(Object obj) {
if (obj instanceof PhysicsControl) {
@ -432,6 +537,11 @@ public class PhysicsSpace {
}
}
/**
* Add the specified collision object to this space.
*
* @param obj the PhysicsCollisionObject to add (not null, modified)
*/
public void addCollisionObject(PhysicsCollisionObject obj) {
if (obj instanceof PhysicsGhostObject) {
addGhostObject((PhysicsGhostObject) obj);
@ -445,9 +555,9 @@ public class PhysicsSpace {
}
/**
* removes an object from the physics space
* Remove the specified object from this space.
*
* @param obj the PhysicsControl or Spatial with PhysicsControl to remove
* @param obj the PhysicsCollisionObject to add, or null (modified)
*/
public void remove(Object obj) {
if (obj == null) return;
@ -469,6 +579,11 @@ public class PhysicsSpace {
}
}
/**
* Remove the specified collision object from this space.
*
* @param obj the PhysicsControl or Spatial with PhysicsControl to remove
*/
public void removeCollisionObject(PhysicsCollisionObject obj) {
if (obj instanceof PhysicsGhostObject) {
removeGhostObject((PhysicsGhostObject) obj);
@ -480,9 +595,10 @@ public class PhysicsSpace {
}
/**
* adds all physics controls and joints in the given spatial node to the physics space
* (e.g. after loading from disk) - recursive if node
* @param spatial the rootnode containing the physics objects
* Add all physics controls and joints in the specified subtree of the scene
* graph to this space (e.g. after loading from disk). Note: recursive!
*
* @param spatial the root of the subtree (not null)
*/
public void addAll(Spatial spatial) {
add(spatial);
@ -510,9 +626,11 @@ public class PhysicsSpace {
}
/**
* Removes all physics controls and joints in the given spatial from the physics space
* (e.g. before saving to disk) - recursive if node
* @param spatial the rootnode containing the physics objects
* Remove all physics controls and joints in the specified subtree of the
* scene graph from the physics space (e.g. before saving to disk) Note:
* recursive!
*
* @param spatial the root of the subtree (not null)
*/
public void removeAll(Spatial spatial) {
if (spatial.getControl(RigidBodyControl.class) != null) {
@ -611,6 +729,12 @@ public class PhysicsSpace {
// dynamicsWorld.removeCollisionObject(node.getObjectId());
}
/**
* NOTE: When a rigid body is added, its gravity gets set to that of the
* physics space.
*
* @param node the body to add (not null, not already in the space)
*/
private void addRigidBody(PhysicsRigidBody node) {
if (physicsBodies.containsKey(node.getObjectId())) {
logger.log(Level.WARNING, "RigidBody {0} already exists in PhysicsSpace, cannot add.", node);
@ -619,7 +743,7 @@ public class PhysicsSpace {
physicsBodies.put(node.getObjectId(), node);
//Workaround
//It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
//It seems that adding a Kinematic RigidBody to the dynamicWorld prevents it from being non-kinematic again afterward.
//so we add it non kinematic, then set it kinematic again.
boolean kinematic = false;
if (node.isKinematic()) {
@ -682,30 +806,64 @@ public class PhysicsSpace {
// dynamicsWorld.removeConstraint(joint.getObjectId());
}
/**
* Copy the list of rigid bodies that have been added to this space and not
* yet removed.
*
* @return a new list (not null)
*/
public Collection<PhysicsRigidBody> getRigidBodyList() {
return new LinkedList<PhysicsRigidBody>(physicsBodies.values());
}
/**
* Copy the list of ghost objects that have been added to this space and not
* yet removed.
*
* @return a new list (not null)
*/
public Collection<PhysicsGhostObject> getGhostObjectList() {
return new LinkedList<PhysicsGhostObject>(physicsGhostObjects.values());
}
/**
* Copy the list of physics characters that have been added to this space
* and not yet removed.
*
* @return a new list (not null)
*/
public Collection<PhysicsCharacter> getCharacterList() {
return new LinkedList<PhysicsCharacter>(physicsCharacters.values());
}
/**
* Copy the list of physics joints that have been added to this space and
* not yet removed.
*
* @return a new list (not null)
*/
public Collection<PhysicsJoint> getJointList() {
return new LinkedList<PhysicsJoint>(physicsJoints.values());
}
/**
* Copy the list of physics vehicles that have been added to this space and
* not yet removed.
*
* @return a new list (not null)
*/
public Collection<PhysicsVehicle> getVehicleList() {
return new LinkedList<PhysicsVehicle>(physicsVehicles.values());
}
/**
* Sets the gravity of the PhysicsSpace, set before adding physics objects!
* Alter the gravitational acceleration acting on newly-added bodies.
* <p>
* Whenever a rigid body is added to a space, the body's gravity gets set to
* that of the space. Thus it makes sense to set the space's vector before
* adding any bodies to the space.
*
* @param gravity
* @param gravity the desired acceleration vector (not null, unaffected)
*/
public void setGravity(Vector3f gravity) {
this.gravity.set(gravity);
@ -714,8 +872,17 @@ public class PhysicsSpace {
private native void setGravity(long spaceId, Vector3f gravity);
//TODO: getGravity
/**
* copy of gravity-acceleration vector (default is 9.81 in the -Y direction,
* corresponding to Earth-normal in MKS units)
*/
private final Vector3f gravity = new Vector3f(0,-9.81f,0);
/**
* Copy the gravitational acceleration acting on newly-added bodies.
*
* @param gravity storage for the result (not null, modified)
* @return acceleration (in the vector provided)
*/
public Vector3f getGravity(Vector3f gravity) {
return gravity.set(this.gravity);
}
@ -735,57 +902,89 @@ public class PhysicsSpace {
// }
//
/**
* Adds the specified listener to the physics tick listeners. The listeners
* are called on each physics step, which is not necessarily each frame but
* is determined by the accuracy of the physics space.
* Register the specified tick listener with this space.
* <p>
* Tick listeners are notified before and after each physics step. A physics
* step is not necessarily the same as a frame; it is more influenced by the
* accuracy of the physics space.
*
* @param listener
* @see #setAccuracy(float)
*
* @param listener the listener to register (not null)
*/
public void addTickListener(PhysicsTickListener listener) {
tickListeners.add(listener);
}
/**
* De-register the specified tick listener.
*
* @see #addTickListener(com.jme3.bullet.PhysicsTickListener)
* @param listener the listener to de-register (not null)
*/
public void removeTickListener(PhysicsTickListener listener) {
tickListeners.remove(listener);
}
/**
* Adds a CollisionListener that will be informed about collision events
* Register the specified collision listener with this space.
* <p>
* Collision listeners are notified when collisions occur in the space.
*
* @param listener the CollisionListener to add
* @param listener the listener to register (not null, alias created)
*/
public void addCollisionListener(PhysicsCollisionListener listener) {
collisionListeners.add(listener);
}
/**
* Removes a CollisionListener from the list
* De-register the specified collision listener.
*
* @param listener the CollisionListener to remove
* @see
* #addCollisionListener(com.jme3.bullet.collision.PhysicsCollisionListener)
* @param listener the listener to de-register (not null)
*/
public void removeCollisionListener(PhysicsCollisionListener listener) {
collisionListeners.remove(listener);
}
/**
* Adds a listener for a specific collision group, such a listener can
* disable collisions when they happen.<br> There can be only one listener
* per collision group.
* Register the specified collision-group listener with the specified
* collision group of this space.
* <p>
* Such a listener can disable collisions when they occur. There can be only
* one listener per collision group per space.
*
* @param listener
* @param collisionGroup
* @param listener the listener to register (not null)
* @param collisionGroup which group it should listen for (bit mask with
* exactly one bit set)
*/
public void addCollisionGroupListener(PhysicsCollisionGroupListener listener, int collisionGroup) {
collisionGroupListeners.put(collisionGroup, listener);
}
/**
* De-register the specified collision-group listener.
*
* @see
* #addCollisionGroupListener(com.jme3.bullet.collision.PhysicsCollisionGroupListener,
* int)
* @param collisionGroup the group of the listener to de-register (bit mask
* with exactly one bit set)
*/
public void removeCollisionGroupListener(int collisionGroup) {
collisionGroupListeners.remove(collisionGroup);
}
/**
* Performs a ray collision test and returns the results as a list of
* PhysicsRayTestResults ordered by it hitFraction (lower to higher)
* Perform a ray-collision test and return the results as a list of
* PhysicsRayTestResults sorted by ascending hitFraction.
*
* @param from the starting location (physics-space coordinates, not null,
* unaffected)
* @param to the ending location (in physics-space coordinates, not null,
* unaffected)
* @return a new list of results (not null)
*/
public List rayTest(Vector3f from, Vector3f to) {
List<PhysicsRayTestResult> results = new ArrayList<PhysicsRayTestResult>();
@ -795,8 +994,14 @@ public class PhysicsSpace {
}
/**
* Performs a ray collision test and returns the results as a list of
* PhysicsRayTestResults without performing any sort operation
* Perform a ray-collision test and return the results as a list of
* PhysicsRayTestResults in arbitrary order.
*
* @param from the starting location (in physics-space coordinates, not
* null, unaffected)
* @param to the ending location (in physics-space coordinates, not null,
* unaffected)
* @return a new list of results (not null)
*/
public List rayTestRaw(Vector3f from, Vector3f to) {
List<PhysicsRayTestResult> results = new ArrayList<PhysicsRayTestResult>();
@ -806,17 +1011,22 @@ public class PhysicsSpace {
}
/**
* Sets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
* Alters the m_flags used in ray tests. see
* https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
* for possible options. Defaults to using the faster, approximate raytest.
*
* @param flags the desired flags, ORed together (default=0x4)
*/
public void SetRayTestFlags(int flags) {
rayTestFlags = flags;
}
/**
* Gets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
* Reads m_flags used in ray tests. see
* https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
* for possible options.
* @return rayTestFlags
*
* @return which flags are used
*/
public int GetRayTestFlags() {
return rayTestFlags;
@ -831,8 +1041,15 @@ public class PhysicsSpace {
};
/**
* Performs a ray collision test and returns the results as a list of
* PhysicsRayTestResults ordered by it hitFraction (lower to higher)
* Perform a ray-collision test and return the results as a list of
* PhysicsRayTestResults sorted by ascending hitFraction.
*
* @param from coordinates of the starting location (in physics space, not
* null, unaffected)
* @param to coordinates of the ending location (in physics space, not null,
* unaffected)
* @param results the list to hold results (not null, modified)
* @return results
*/
public List<PhysicsRayTestResult> rayTest(Vector3f from, Vector3f to, List<PhysicsRayTestResult> results) {
results.clear();
@ -843,8 +1060,15 @@ public class PhysicsSpace {
}
/**
* Performs a ray collision test and returns the results as a list of
* PhysicsRayTestResults without performing any sort operation
* Perform a ray-collision test and return the results as a list of
* PhysicsRayTestResults in arbitrary order.
*
* @param from coordinates of the starting location (in physics space, not
* null, unaffected)
* @param to coordinates of the ending location (in physics space, not null,
* unaffected)
* @param results the list to hold results (not null, modified)
* @return results
*/
public List<PhysicsRayTestResult> rayTestRaw(Vector3f from, Vector3f to, List<PhysicsRayTestResult> results) {
results.clear();
@ -874,11 +1098,18 @@ public class PhysicsSpace {
/**
* Performs a sweep collision test and returns the results as a list of
* PhysicsSweepTestResults<br/> You have to use different Transforms for
* start and end (at least distance > 0.4f). SweepTest will not see a
* collision if it starts INSIDE an object and is moving AWAY from its
* center.
* Perform a sweep-collision test and return the results as a new list.
* <p>
* The starting and ending locations must be at least 0.4f physics-space
* units apart.
* <p>
* A sweep test will miss a collision if it starts inside an object and
* sweeps away from the object's center.
*
* @param shape the shape to sweep (not null)
* @param start the starting physics-space transform (not null)
* @param end the ending physics-space transform (not null)
* @return a new list of results
*/
public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end) {
List results = new LinkedList();
@ -886,17 +1117,41 @@ public class PhysicsSpace {
return (List<PhysicsSweepTestResult>) results;
}
/**
* Perform a sweep-collision test and store the results in an existing list.
* <p>
* The starting and ending locations must be at least 0.4f physics-space
* units apart.
* <p>
* A sweep test will miss a collision if it starts inside an object and
* sweeps away from the object's center.
*
* @param shape the shape to sweep (not null)
* @param start the starting physics-space transform (not null)
* @param end the ending physics-space transform (not null)
* @param results the list to hold results (not null, modified)
* @return results
*/
public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end, List<PhysicsSweepTestResult> results) {
return sweepTest(shape, start, end, results, 0.0f);
}
public native void sweepTest_native(long shape, Transform from, Transform to, long physicsSpaceId, List<PhysicsSweepTestResult> results, float allowedCcdPenetration);
/**
* Performs a sweep collision test and returns the results as a list of
* PhysicsSweepTestResults<br/> You have to use different Transforms for
* start and end (at least distance > allowedCcdPenetration). SweepTest will not see a
* collision if it starts INSIDE an object and is moving AWAY from its
* center.
* Perform a sweep-collision test and store the results in an existing list.
* <p>
* The starting and ending locations must be at least 0.4f physics-space
* units apart.
* <p>
* A sweep test will miss a collision if it starts inside an object and
* sweeps away from the object's center.
*
* @param shape the shape to sweep (not null)
* @param start the starting physics-space transform (not null)
* @param end the ending physics-space transform (not null)
* @param results the list to hold results (not null, modified)
* @param allowedCcdPenetration true&rarr;allow, false&rarr;disallow
* @return results
*/
public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end, List<PhysicsSweepTestResult> results, float allowedCcdPenetration ) {
results.clear();
@ -923,7 +1178,7 @@ public class PhysicsSpace {
*/
/**
* destroys the current PhysicsSpace so that a new one can be created
* Destroy this space so that a new one can be instantiated.
*/
public void destroy() {
physicsBodies.clear();
@ -942,59 +1197,87 @@ public class PhysicsSpace {
return physicsSpaceId;
}
/**
* Read the type of acceleration structure used.
*
* @return an enum value (not null)
*/
public BroadphaseType getBroadphaseType() {
return broadphaseType;
}
/**
* Alter the type of acceleration structure used.
*
* @param broadphaseType the desired algorithm (not null)
*/
public void setBroadphaseType(BroadphaseType broadphaseType) {
this.broadphaseType = broadphaseType;
}
/**
* Sets the maximum amount of extra steps that will be used to step the
* physics when the fps is below the physics fps. Doing this maintains
* determinism in physics. For example a maximum number of 2 can compensate
* for framerates as low as 30fps when the physics has the default accuracy
* of 60 fps. Note that setting this value too high can make the physics
* drive down its own fps in case it's overloaded.
* Alter the maximum number of physics steps per frame.
* <p>
* Extra physics steps help maintain determinism when the render fps drops
* below 1/accuracy. For example a value of 2 can compensate for frame rates
* as low as 30fps, assuming the physics has an accuracy of 1/60 sec.
* <p>
* Setting this value too high can depress the frame rate.
*
* @param steps The maximum number of extra steps, default is 4.
* @param steps the desired maximum number of steps per frame (&ge;1,
* default=4)
*/
public void setMaxSubSteps(int steps) {
maxSubSteps = steps;
}
/**
* get the current accuracy of the physics computation
* Read the accuracy (time step) of the physics simulation.
*
* @return the current accuracy
* @return the timestep (in seconds, &gt;0)
*/
public float getAccuracy() {
return accuracy;
}
/**
* sets the accuracy of the physics computation, default=1/60s<br>
* Alter the accuracy (time step) of the physics simulation.
* <p>
* In general, the smaller the time step, the more accurate (and
* compute-intensive) the simulation will be. Bullet works best with a
* timestep of no more than 1/60 second.
*
* @param accuracy
* @param accuracy the desired time step (in seconds, &gt;0, default=1/60)
*/
public void setAccuracy(float accuracy) {
this.accuracy = accuracy;
}
/**
* Access the minimum coordinate values for this space.
*
* @return the pre-existing vector
*/
public Vector3f getWorldMin() {
return worldMin;
}
/**
* only applies for AXIS_SWEEP broadphase
* Alter the minimum coordinate values for this space. (only affects
* AXIS_SWEEP broadphase algorithms)
*
* @param worldMin
* @param worldMin the desired minimum coordinate values (not null,
* unaffected)
*/
public void setWorldMin(Vector3f worldMin) {
this.worldMin.set(worldMin);
}
/**
* Access the maximum coordinate values for this space.
*
* @return the pre-existing vector (not null)
*/
public Vector3f getWorldMax() {
return worldMax;
}
@ -1009,11 +1292,11 @@ public class PhysicsSpace {
}
/**
* Set the number of iterations used by the contact solver.
*
* The default is 10. Use 4 for low quality, 20 for high quality.
*
* @param numIterations The number of iterations used by the contact & constraint solver.
* Alter the number of iterations used by the contact-and-constraint solver.
* <p>
* Use 4 for low quality, 20 for high quality.
*
* @param numIterations the desired number of iterations (&ge;1, default=10)
*/
public void setSolverNumIterations(int numIterations) {
this.solverNumIterations = numIterations;
@ -1021,9 +1304,9 @@ public class PhysicsSpace {
}
/**
* Get the number of iterations used by the contact solver.
*
* @return The number of iterations used by the contact & constraint solver.
* Read the number of iterations used by the contact-and-constraint solver.
*
* @return the number of iterations used
*/
public int getSolverNumIterations() {
return solverNumIterations;
@ -1034,28 +1317,40 @@ public class PhysicsSpace {
public static native void initNativePhysics();
/**
* interface with Broadphase types
* Enumerate the available acceleration structures for broadphase collision
* detection.
*/
public enum BroadphaseType {
/**
* basic Broadphase
* btSimpleBroadphase: a brute-force reference implementation for
* debugging purposes
*/
SIMPLE,
/**
* better Broadphase, needs worldBounds , max Object number = 16384
* btAxisSweep3: uses incremental 3-D sweep and prune, requires world
* bounds, limited to 16_384 objects
*/
AXIS_SWEEP_3,
/**
* better Broadphase, needs worldBounds , max Object number = 65536
* bt32BitAxisSweep3: uses incremental 3-D sweep and prune, requires
* world bounds, limited to 65_536 objects
*/
AXIS_SWEEP_3_32,
/**
* Broadphase allowing quicker adding/removing of physics objects
* btDbvtBroadphase: uses a fast, dynamic bounding-volume hierarchy
* based on AABB tree to allow quicker addition/removal of physics
* objects
*/
DBVT;
}
/**
* Finalize this physics space just before it is destroyed. Should be
* invoked only by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -36,21 +36,53 @@ import com.jme3.scene.Spatial;
import java.util.EventObject;
/**
* A CollisionEvent stores all information about a collision in the PhysicsWorld.
* Do not store this Object, as it will be reused after the collision() method has been called.
* Get/reference all data you need in the collide method.
* An event that describes a collision in the physics world.
* <p>
* Do not retain this object, as it will be reused after the collision() method
* returns. Copy any data you need during the collide() method.
*
* @author normenhansen
*/
public class PhysicsCollisionEvent extends EventObject {
/**
* type value to indicate a new event
*/
public static final int TYPE_ADDED = 0;
/**
* type value to indicate an event that has been added to a PhysicsSpace
* queue
*/
public static final int TYPE_PROCESSED = 1;
/**
* type value to indicate a cleaned/destroyed event
*/
public static final int TYPE_DESTROYED = 2;
/**
* type value that indicates the event's status
*/
private int type;
/**
* 1st involved object
*/
private PhysicsCollisionObject nodeA;
/**
* 2nd involved object
*/
private PhysicsCollisionObject nodeB;
/**
* Bullet identifier of the btManifoldPoint
*/
private long manifoldPointObjectId = 0;
/**
* Instantiate a collision event.
*
* @param type event type (0=added/1=processed/2=destroyed)
* @param nodeA 1st involved object (alias created)
* @param nodeB 2nd involved object (alias created)
* @param manifoldPointObjectId Bullet identifier of the btManifoldPoint
*/
public PhysicsCollisionEvent(int type, PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB, long manifoldPointObjectId) {
super(nodeA);
this.type = type;
@ -58,9 +90,9 @@ public class PhysicsCollisionEvent extends EventObject {
this.nodeB = nodeB;
this.manifoldPointObjectId = manifoldPointObjectId;
}
/**
* used by event factory, called when event is destroyed
* Destroy this event.
*/
public void clean() {
source = null;
@ -71,7 +103,12 @@ public class PhysicsCollisionEvent extends EventObject {
}
/**
* used by event factory, called when event reused
* Reuse this event.
*
* @param type event type (added/processed/destroyed)
* @param source 1st involved object (alias created)
* @param nodeB 2nd involved object (alias created)
* @param manifoldPointObjectId Bullet identifier
*/
public void refactor(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, long manifoldPointObjectId) {
this.source = source;
@ -81,12 +118,19 @@ public class PhysicsCollisionEvent extends EventObject {
this.manifoldPointObjectId = manifoldPointObjectId;
}
/**
* Read the type of event.
*
* @return added/processed/destroyed
*/
public int getType() {
return type;
}
/**
* @return A Spatial if the UserObject of the PhysicsCollisionObject is a Spatial
* Access the user object of collision object A, provided it's a Spatial.
*
* @return the pre-existing Spatial, or null if none
*/
public Spatial getNodeA() {
if (nodeA.getUserObject() instanceof Spatial) {
@ -96,7 +140,9 @@ public class PhysicsCollisionEvent extends EventObject {
}
/**
* @return A Spatial if the UserObject of the PhysicsCollisionObject is a Spatial
* Access the user object of collision object B, provided it's a Spatial.
*
* @return the pre-existing Spatial, or null if none
*/
public Spatial getNodeB() {
if (nodeB.getUserObject() instanceof Spatial) {
@ -105,139 +151,286 @@ public class PhysicsCollisionEvent extends EventObject {
return null;
}
/**
* Access collision object A.
*
* @return the pre-existing object (not null)
*/
public PhysicsCollisionObject getObjectA() {
return nodeA;
}
/**
* Access collision object B.
*
* @return the pre-existing object (not null)
*/
public PhysicsCollisionObject getObjectB() {
return nodeB;
}
/**
* Read the collision's applied impulse.
*
* @return impulse
*/
public float getAppliedImpulse() {
return getAppliedImpulse(manifoldPointObjectId);
}
private native float getAppliedImpulse(long manifoldPointObjectId);
/**
* Read the collision's applied lateral impulse #1.
*
* @return impulse
*/
public float getAppliedImpulseLateral1() {
return getAppliedImpulseLateral1(manifoldPointObjectId);
}
private native float getAppliedImpulseLateral1(long manifoldPointObjectId);
/**
* Read the collision's applied lateral impulse #2.
*
* @return impulse
*/
public float getAppliedImpulseLateral2() {
return getAppliedImpulseLateral2(manifoldPointObjectId);
}
private native float getAppliedImpulseLateral2(long manifoldPointObjectId);
/**
* Read the collision's combined friction.
*
* @return friction
*/
public float getCombinedFriction() {
return getCombinedFriction(manifoldPointObjectId);
}
private native float getCombinedFriction(long manifoldPointObjectId);
/**
* Read the collision's combined restitution.
*
* @return restitution
*/
public float getCombinedRestitution() {
return getCombinedRestitution(manifoldPointObjectId);
}
private native float getCombinedRestitution(long manifoldPointObjectId);
/**
* Read the collision's distance #1.
*
* @return distance
*/
public float getDistance1() {
return getDistance1(manifoldPointObjectId);
}
private native float getDistance1(long manifoldPointObjectId);
/**
* Read the collision's index 0.
*
* @return index
*/
public int getIndex0() {
return getIndex0(manifoldPointObjectId);
}
private native int getIndex0(long manifoldPointObjectId);
/**
* Read the collision's index 1.
*
* @return index
*/
public int getIndex1() {
return getIndex1(manifoldPointObjectId);
}
private native int getIndex1(long manifoldPointObjectId);
/**
* Copy the collision's lateral friction direction #1.
*
* @return a new vector (not null)
*/
public Vector3f getLateralFrictionDir1() {
return getLateralFrictionDir1(new Vector3f());
}
/**
* Copy the collision's lateral friction direction #1.
*
* @param lateralFrictionDir1 storage for the result (not null, modified)
* @return direction vector (not null)
*/
public Vector3f getLateralFrictionDir1(Vector3f lateralFrictionDir1) {
getLateralFrictionDir1(manifoldPointObjectId, lateralFrictionDir1);
return lateralFrictionDir1;
}
private native void getLateralFrictionDir1(long manifoldPointObjectId, Vector3f lateralFrictionDir1);
/**
* Copy the collision's lateral friction direction #2.
*
* @return a new vector
*/
public Vector3f getLateralFrictionDir2() {
return getLateralFrictionDir2(new Vector3f());
}
/**
* Copy the collision's lateral friction direction #2.
*
* @param lateralFrictionDir2 storage for the result (not null, modified)
* @return direction vector (not null)
*/
public Vector3f getLateralFrictionDir2(Vector3f lateralFrictionDir2) {
getLateralFrictionDir2(manifoldPointObjectId, lateralFrictionDir2);
return lateralFrictionDir2;
}
private native void getLateralFrictionDir2(long manifoldPointObjectId, Vector3f lateralFrictionDir2);
/**
* Test whether the collision's lateral friction is initialized.
*
* @return true if initialized, otherwise false
*/
public boolean isLateralFrictionInitialized() {
return isLateralFrictionInitialized(manifoldPointObjectId);
}
private native boolean isLateralFrictionInitialized(long manifoldPointObjectId);
/**
* Read the collision's lifetime.
*
* @return lifetime
*/
public int getLifeTime() {
return getLifeTime(manifoldPointObjectId);
}
private native int getLifeTime(long manifoldPointObjectId);
/**
* Copy the collision's location in the local coordinates of object A.
*
* @return a new location vector (in local coordinates, not null)
*/
public Vector3f getLocalPointA() {
return getLocalPointA(new Vector3f());
}
/**
* Copy the collision's location in the local coordinates of object A.
*
* @param localPointA storage for the result (not null, modified)
* @return a location vector (in local coordinates, not null)
*/
public Vector3f getLocalPointA(Vector3f localPointA) {
getLocalPointA(manifoldPointObjectId, localPointA);
return localPointA;
}
private native void getLocalPointA(long manifoldPointObjectId, Vector3f localPointA);
/**
* Copy the collision's location in the local coordinates of object B.
*
* @return a new location vector (in local coordinates, not null)
*/
public Vector3f getLocalPointB() {
return getLocalPointB(new Vector3f());
}
/**
* Copy the collision's location in the local coordinates of object B.
*
* @param localPointB storage for the result (not null, modified)
* @return a location vector (in local coordinates, not null)
*/
public Vector3f getLocalPointB(Vector3f localPointB) {
getLocalPointB(manifoldPointObjectId, localPointB);
return localPointB;
}
private native void getLocalPointB(long manifoldPointObjectId, Vector3f localPointB);
/**
* Copy the collision's normal on object B.
*
* @return a new normal vector (in physics-space coordinates, not null)
*/
public Vector3f getNormalWorldOnB() {
return getNormalWorldOnB(new Vector3f());
}
/**
* Copy the collision's normal on object B.
*
* @param normalWorldOnB storage for the result (not null, modified)
* @return a normal vector (in physics-space coordinates, not null)
*/
public Vector3f getNormalWorldOnB(Vector3f normalWorldOnB) {
getNormalWorldOnB(manifoldPointObjectId, normalWorldOnB);
return normalWorldOnB;
}
private native void getNormalWorldOnB(long manifoldPointObjectId, Vector3f normalWorldOnB);
/**
* Read part identifier 0.
*
* @return identifier
*/
public int getPartId0() {
return getPartId0(manifoldPointObjectId);
}
private native int getPartId0(long manifoldPointObjectId);
/**
* Read part identifier 1.
*
* @return identifier
*/
public int getPartId1() {
return getPartId1(manifoldPointObjectId);
}
private native int getPartId1(long manifoldPointObjectId);
/**
* Copy the collision's location.
*
* @return a new vector (in physics-space coordinates, not null)
*/
public Vector3f getPositionWorldOnA() {
return getPositionWorldOnA(new Vector3f());
}
/**
* Copy the collision's location.
*
* @param positionWorldOnA storage for the result (not null, modified)
* @return a location vector (in physics-space coordinates, not null)
*/
public Vector3f getPositionWorldOnA(Vector3f positionWorldOnA) {
getPositionWorldOnA(manifoldPointObjectId, positionWorldOnA);
return positionWorldOnA;
}
private native void getPositionWorldOnA(long manifoldPointObjectId, Vector3f positionWorldOnA);
/**
* Copy the collision's location.
*
* @return a new location vector (in physics-space coordinates, not null)
*/
public Vector3f getPositionWorldOnB() {
return getPositionWorldOnB(new Vector3f());
}
/**
* Copy the collision's location.
*
* @param positionWorldOnB storage for the result (not null, modified)
* @return a location vector (in physics-space coordinates, not null)
*/
public Vector3f getPositionWorldOnB(Vector3f positionWorldOnB) {
getPositionWorldOnB(manifoldPointObjectId, positionWorldOnB);
return positionWorldOnB;

@ -41,6 +41,11 @@ public class PhysicsCollisionEventFactory {
private ConcurrentLinkedQueue<PhysicsCollisionEvent> eventBuffer = new ConcurrentLinkedQueue<PhysicsCollisionEvent>();
/**
* Obtain an unused event.
*
* @return an event (not null)
*/
public PhysicsCollisionEvent getEvent(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, long manifoldPointObjectId) {
PhysicsCollisionEvent event = eventBuffer.poll();
if (event == null) {
@ -51,6 +56,11 @@ public class PhysicsCollisionEventFactory {
return event;
}
/**
* Recycle the specified event.
*
* @param event
*/
public void recycle(PhysicsCollisionEvent event) {
event.clean();
eventBuffer.add(event);

@ -38,67 +38,147 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
* The abstract base class for collision objects based on Bullet's
* btCollisionObject.
* <p>
* Collision objects include PhysicsCharacter, PhysicsRigidBody, and
* PhysicsGhostObject.
*
* @author normenhansen
*/
public abstract class PhysicsCollisionObject implements Savable {
/**
* Unique identifier of the btCollisionObject. Constructors are responsible
* for setting this to a non-zero value. The id might change if the object
* gets rebuilt.
*/
protected long objectId = 0;
/**
* shape associated with this object (not null)
*/
protected CollisionShape collisionShape;
/**
* collideWithGroups bitmask that represents "no groups"
*/
public static final int COLLISION_GROUP_NONE = 0x00000000;
/**
* collisionGroup/collideWithGroups bitmask that represents group #1
*/
public static final int COLLISION_GROUP_01 = 0x00000001;
/**
* collisionGroup/collideWithGroups bitmask that represents group #2
*/
public static final int COLLISION_GROUP_02 = 0x00000002;
/**
* collisionGroup/collideWithGroups bitmask that represents group #3
*/
public static final int COLLISION_GROUP_03 = 0x00000004;
/**
* collisionGroup/collideWithGroups bitmask that represents group #4
*/
public static final int COLLISION_GROUP_04 = 0x00000008;
/**
* collisionGroup/collideWithGroups bitmask that represents group #5
*/
public static final int COLLISION_GROUP_05 = 0x00000010;
/**
* collisionGroup/collideWithGroups bitmask that represents group #6
*/
public static final int COLLISION_GROUP_06 = 0x00000020;
/**
* collisionGroup/collideWithGroups bitmask that represents group #7
*/
public static final int COLLISION_GROUP_07 = 0x00000040;
/**
* collisionGroup/collideWithGroups bitmask that represents group #8
*/
public static final int COLLISION_GROUP_08 = 0x00000080;
/**
* collisionGroup/collideWithGroups bitmask that represents group #9
*/
public static final int COLLISION_GROUP_09 = 0x00000100;
/**
* collisionGroup/collideWithGroups bitmask that represents group #10
*/
public static final int COLLISION_GROUP_10 = 0x00000200;
/**
* collisionGroup/collideWithGroups bitmask that represents group #11
*/
public static final int COLLISION_GROUP_11 = 0x00000400;
/**
* collisionGroup/collideWithGroups bitmask that represents group #12
*/
public static final int COLLISION_GROUP_12 = 0x00000800;
/**
* collisionGroup/collideWithGroups bitmask that represents group #13
*/
public static final int COLLISION_GROUP_13 = 0x00001000;
/**
* collisionGroup/collideWithGroups bitmask that represents group #14
*/
public static final int COLLISION_GROUP_14 = 0x00002000;
/**
* collisionGroup/collideWithGroups bitmask that represents group #15
*/
public static final int COLLISION_GROUP_15 = 0x00004000;
/**
* collisionGroup/collideWithGroups bitmask that represents group #16
*/
public static final int COLLISION_GROUP_16 = 0x00008000;
/**
* collision group to which this physics object belongs (default=group #1)
*/
protected int collisionGroup = 0x00000001;
/**
* collision groups with which this object can collide (default=only group
* #1)
*/
protected int collisionGroupsMask = 0x00000001;
private Object userObject;
/**
* Sets a CollisionShape to this physics object, note that the object should
* not be in the physics space when adding a new collision shape as it is rebuilt
* on the physics side.
* @param collisionShape the CollisionShape to set
* Apply the specified CollisionShape to this object. Note that the object
* should not be in any physics space while changing shape; the object gets
* rebuilt on the physics side.
*
* @param collisionShape the shape to apply (not null, alias created)
*/
public void setCollisionShape(CollisionShape collisionShape) {
this.collisionShape = collisionShape;
}
/**
* @return the CollisionShape of this PhysicsNode, to be able to reuse it with
* other physics nodes (increases performance)
* Access the shape of this physics object.
*
* @return the pre-existing instance, which can then be applied to other
* physics objects (increases performance)
*/
public CollisionShape getCollisionShape() {
return collisionShape;
}
/**
* Returns the collision group for this collision shape
* @return The collision group
* Read the collision group for this physics object.
*
* @return the collision group (bit mask with exactly one bit set)
*/
public int getCollisionGroup() {
return collisionGroup;
}
/**
* Sets the collision group number for this physics object. <br>
* The groups are integer bit masks and some pre-made variables are available in CollisionObject.
* All physics objects are by default in COLLISION_GROUP_01.<br>
* Two object will collide when <b>one</b> of the parties has the
* collisionGroup of the other in its collideWithGroups set.
* @param collisionGroup the collisionGroup to set
* Alter the collision group for this physics object.
* <p>
* Groups are represented by integer bit masks with exactly 1 bit set.
* Pre-made variables are available in PhysicsCollisionObject. By default,
* physics objects are in COLLISION_GROUP_01.
* <p>
* Two objects can collide only if one of them has the collisionGroup of the
* other in its collideWithGroups set.
*
* @param collisionGroup the collisionGroup to apply (bit mask with exactly
* 1 bit set)
*/
public void setCollisionGroup(int collisionGroup) {
this.collisionGroup = collisionGroup;
@ -108,10 +188,12 @@ public abstract class PhysicsCollisionObject implements Savable {
}
/**
* Add a group that this object will collide with.<br>
* Two object will collide when <b>one</b> of the parties has the
* collisionGroup of the other in its collideWithGroups set.<br>
* @param collisionGroup
* Add collision groups to the set with which this object can collide.
*
* Two objects can collide only if one of them has the collisionGroup of the
* other in its collideWithGroups set.
*
* @param collisionGroup groups to add (bit mask)
*/
public void addCollideWithGroup(int collisionGroup) {
this.collisionGroupsMask = this.collisionGroupsMask | collisionGroup;
@ -121,8 +203,9 @@ public abstract class PhysicsCollisionObject implements Savable {
}
/**
* Remove a group from the list this object collides with.
* @param collisionGroup
* Remove collision groups from the set with which this object can collide.
*
* @param collisionGroup groups to remove, ORed together (bit mask)
*/
public void removeCollideWithGroup(int collisionGroup) {
this.collisionGroupsMask = this.collisionGroupsMask & ~collisionGroup;
@ -132,8 +215,9 @@ public abstract class PhysicsCollisionObject implements Savable {
}
/**
* Directly set the bitmask for collision groups that this object collides with.
* @param collisionGroups
* Directly alter the collision groups with which this object can collide.
*
* @param collisionGroups desired groups, ORed together (bit mask)
*/
public void setCollideWithGroups(int collisionGroups) {
this.collisionGroupsMask = collisionGroups;
@ -143,13 +227,17 @@ public abstract class PhysicsCollisionObject implements Savable {
}
/**
* Gets the bitmask of collision groups that this object collides with.
* @return Collision groups mask
* Read the set of collision groups with which this object can collide.
*
* @return bit mask
*/
public int getCollideWithGroups() {
return collisionGroupsMask;
}
/**
* Initialize the user pointer and collision-group information of this object.
*/
protected void initUserPointer() {
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "initUserPointer() objectId = {0}", Long.toHexString(objectId));
initUserPointer(objectId, collisionGroup, collisionGroupsMask);
@ -157,27 +245,51 @@ public abstract class PhysicsCollisionObject implements Savable {
native void initUserPointer(long objectId, int group, int groups);
/**
* @return the userObject
* Access the user object associated with this collision object.
*
* @return the pre-existing instance, or null if none
*/
public Object getUserObject() {
return userObject;
}
/**
* @param userObject the userObject to set
* Associate a user object (such as a Spatial) with this collision object.
*
* @param userObject the object to associate with this collision object
* (alias created, may be null)
*/
public void setUserObject(Object userObject) {
this.userObject = userObject;
}
public long getObjectId(){
/**
* Read the id of the btCollisionObject.
*
* @return the unique identifier (not zero)
*/
public long getObjectId(){
return objectId;
}
/**
* Attach the identified btCollisionShape to the identified
* btCollisionObject. Native method.
*
* @param objectId the unique identifier of the btCollisionObject (not zero)
* @param collisionShapeId the unique identifier of the btCollisionShape
* (not zero)
*/
protected native void attachCollisionShape(long objectId, long collisionShapeId);
native void setCollisionGroup(long objectId, int collisionGroup);
native void setCollideWithGroups(long objectId, int collisionGroups);
/**
* Serialize this object, for example when saving to a J3O file.
*
* @param e exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter e) throws IOException {
OutputCapsule capsule = e.getCapsule(this);
@ -186,6 +298,12 @@ public abstract class PhysicsCollisionObject implements Savable {
capsule.write(collisionShape, "collisionShape", null);
}
/**
* De-serialize this object, for example when loading from a J3O file.
*
* @param e importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter e) throws IOException {
InputCapsule capsule = e.getCapsule(this);
@ -195,6 +313,12 @@ public abstract class PhysicsCollisionObject implements Savable {
collisionShape = shape;
}
/**
* Finalize this collision object just before it is destroyed. Should be
* invoked only by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();
@ -202,5 +326,10 @@ public abstract class PhysicsCollisionObject implements Savable {
finalizeNative(objectId);
}
/**
* Finalize the identified btCollisionObject. Native method.
*
* @param objectId the unique identifier of the btCollisionObject (not zero)
*/
protected native void finalizeNative(long objectId);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -34,47 +34,67 @@ package com.jme3.bullet.collision;
import com.jme3.math.Vector3f;
/**
* Contains the results of a PhysicsSpace rayTest
* bulletAppState.getPhysicsSpace().rayTest(new Vector3f(0,1000,0),new Vector3f(0,-1000,0));
javap -s java.util.List
* Represent the results of a Bullet ray test.
*
* @author Empire-Phoenix,normenhansen
*/
public class PhysicsRayTestResult {
/**
* collision object that was hit
*/
private PhysicsCollisionObject collisionObject;
/**
* normal vector at the point of contact
*/
private Vector3f hitNormalLocal;
/**
* fraction of the ray's total length (from=0, to=1, &ge;0, &le;1)
*/
private float hitFraction;
/**
* true&rarr;need to transform normal into world space
*/
private boolean normalInWorldSpace = true;
/**
* allocated by native code only
* A private constructor to inhibit instantiation of this class by Java.
* These results are instantiated exclusively by native code.
*/
private PhysicsRayTestResult() {
}
/**
* @return the collisionObject
* Access the collision object that was hit.
*
* @return the pre-existing instance
*/
public PhysicsCollisionObject getCollisionObject() {
return collisionObject;
}
/**
* @return the hitNormalLocal
* Access the normal vector at the point of contact.
*
* @return the pre-existing vector (not null)
*/
public Vector3f getHitNormalLocal() {
return hitNormalLocal;
}
/**
* @return the hitFraction
* Read the fraction of the ray's total length.
*
* @return fraction (from=0, to=1, &ge;0, &le;1)
*/
public float getHitFraction() {
return hitFraction;
}
/**
* @return the normalInWorldSpace
* Test whether the normal is in world space.
*
* @return true if in world space, otherwise false
*/
public boolean isNormalInWorldSpace() {
return normalInWorldSpace;

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -35,13 +35,26 @@ import com.jme3.math.Vector3f;
/**
* Contains the results of a PhysicsSpace rayTest
*
* @author normenhansen
*/
public class PhysicsSweepTestResult {
/**
* collision object that was hit
*/
private PhysicsCollisionObject collisionObject;
/**
* normal vector at the point of contact
*/
private Vector3f hitNormalLocal;
/**
* fraction of the way between the transforms (from=0, to=1, &ge;0, &le;1)
*/
private float hitFraction;
/**
* true&rarr;need to transform normal into world space
*/
private boolean normalInWorldSpace;
public PhysicsSweepTestResult() {
@ -55,33 +68,49 @@ public class PhysicsSweepTestResult {
}
/**
* @return the collisionObject
* Access the collision object that was hit.
*
* @return the pre-existing instance
*/
public PhysicsCollisionObject getCollisionObject() {
return collisionObject;
}
/**
* @return the hitNormalLocal
* Access the normal vector at the point of contact.
*
* @return the pre-existing vector (not null)
*/
public Vector3f getHitNormalLocal() {
return hitNormalLocal;
}
/**
* @return the hitFraction
* Read the hit fraction.
*
* @return fraction (from=0, to=1, &ge;0, &le;1)
*/
public float getHitFraction() {
return hitFraction;
}
/**
* @return the normalInWorldSpace
* Test whether the normal is in world space.
*
* @return true if in world space, otherwise false
*/
public boolean isNormalInWorldSpace() {
return normalInWorldSpace;
}
/**
* Fill in the fields of this result.
*
* @param collisionObject
* @param hitNormalLocal
* @param hitFraction
* @param normalInWorldSpace
*/
public void fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
this.collisionObject = collisionObject;
this.hitNormalLocal = hitNormalLocal;

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,35 +41,63 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic box collision shape
* A rectangular-solid collision shape based on Bullet's btBoxShape.
*
* @author normenhansen
*/
public class BoxCollisionShape extends CollisionShape {
/**
* copy of half-extents of the box on each local axis (not null, no negative
* component)
*/
private Vector3f halfExtents;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public BoxCollisionShape() {
}
/**
* creates a collision box from the given halfExtents
* @param halfExtents the halfExtents of the CollisionBox
* Instantiate a box shape with the specified half extents.
*
* @param halfExtents the desired half extents (not null, no negative
* component, alias created)
*/
public BoxCollisionShape(Vector3f halfExtents) {
this.halfExtents = halfExtents;
createShape();
}
/**
* Access the half extents.
*
* @return the pre-existing instance (not null, no negative component)
*/
public final Vector3f getHalfExtents() {
return halfExtents;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(halfExtents, "halfExtents", new Vector3f(1, 1, 1));
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -78,6 +106,9 @@ public class BoxCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
objectId = createShape(halfExtents);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,20 +41,37 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic capsule collision shape
* A capsule collision shape based on Bullet's btCapsuleShapeX, btCapsuleShape,
* or btCapsuleShapeZ.
*
* @author normenhansen
*/
public class CapsuleCollisionShape extends CollisionShape{
protected float radius,height;
protected int axis;
/**
* copy of height of the cylindrical portion (&ge;0)
*/
private float height;
/**
* copy of radius (&ge;0)
*/
private float radius;
/**
* copy of main (height) axis (0&rarr;X, 1&rarr;Y, 2&rarr;Z)
*/
private int axis;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public CapsuleCollisionShape() {
}
/**
* creates a new CapsuleCollisionShape with the given radius and height
* @param radius the radius of the capsule
* @param height the height of the capsule
* Instantiate a Y-axis capsule shape with the specified radius and height.
*
* @param radius the desired radius (&ge;0)
* @param height the desired height (of the cylindrical portion) (&ge;0)
*/
public CapsuleCollisionShape(float radius, float height) {
this.radius=radius;
@ -64,10 +81,11 @@ public class CapsuleCollisionShape extends CollisionShape{
}
/**
* creates a capsule shape around the given axis (0=X,1=Y,2=Z)
* @param radius
* @param height
* @param axis
* Instantiate a capsule shape around the specified main (height) axis.
*
* @param radius the desired radius (&ge;0)
* @param height the desired height (of the cylindrical portion) (&ge;0)
* @param axis which local axis: 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
public CapsuleCollisionShape(float radius, float height, int axis) {
this.radius=radius;
@ -76,20 +94,39 @@ public class CapsuleCollisionShape extends CollisionShape{
createShape();
}
/**
* Read the radius of the capsule.
*
* @return radius (&ge;0)
*/
public float getRadius() {
return radius;
}
/**
* Read the height (of the cylindrical portion) of the capsule.
*
* @return height (&ge;0)
*/
public float getHeight() {
return height;
}
/**
* Determine the main (height) axis of the capsule.
*
* @return 0 for local X, 1 for local Y, or 2 for local Z
*/
public int getAxis() {
return axis;
}
/**
* WARNING - CompoundCollisionShape scaling has no effect.
* Alter the scaling factors of this shape. Scaling is disabled
* for capsule shapes.
*
* @param scale the desired scaling factor for each local axis (not null, no
* negative component, unaffected, default=1,1,1)
*/
@Override
public void setScale(Vector3f scale) {
@ -98,6 +135,12 @@ public class CapsuleCollisionShape extends CollisionShape{
}
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -106,6 +149,12 @@ public class CapsuleCollisionShape extends CollisionShape{
capsule.write(axis, "axis", 1);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -115,6 +164,9 @@ public class CapsuleCollisionShape extends CollisionShape{
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape(){
objectId = createShape(axis, radius, height);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -38,15 +38,32 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* This Object holds information about a jbullet CollisionShape to be able to reuse
* CollisionShapes (as suggested in bullet manuals)
* TODO: add static methods to create shapes from nodes (like jbullet-jme constructor)
* The abstract base class for collision shapes based on Bullet's
* btCollisionShape.
* <p>
* Collision shapes include BoxCollisionShape and CapsuleCollisionShape. As
* suggested in the Bullet manual, a single collision shape can be shared among
* multiple collision objects.
*
* @author normenhansen
*/
public abstract class CollisionShape implements Savable {
/**
* unique identifier of the Bullet shape
* <p>
* Constructors are responsible for setting this to a non-zero value. After
* that, the id never changes.
*/
protected long objectId = 0;
/**
* copy of scaling factors: one for each local axis (default=1,1,1)
*/
protected Vector3f scale = new Vector3f(1, 1, 1);
/**
* copy of collision margin (in physics-space units, &gt;0,
* default=0)
*/
protected float margin = 0.0f;
public CollisionShape() {
@ -70,7 +87,9 @@ public abstract class CollisionShape implements Savable {
// private native void calculateLocalInertia(long objectId, long shapeId, float mass);
/**
* used internally
* Read the id of the Bullet shape.
*
* @return the unique identifier (not zero)
*/
public long getObjectId() {
return objectId;
@ -83,21 +102,52 @@ public abstract class CollisionShape implements Savable {
this.objectId = id;
}
/**
* Alter the scaling factors of this shape. CAUTION: Not all shapes can be
* scaled.
* <p>
* Note that if the shape is shared (between collision objects and/or
* compound shapes) changes can have unintended consequences.
*
* @param scale the desired scaling factor for each local axis (not null, no
* negative component, unaffected, default=1,1,1)
*/
public void setScale(Vector3f scale) {
this.scale.set(scale);
setLocalScaling(objectId, scale);
}
/**
* Access the scaling factors.
*
* @return the pre-existing vector (not null)
*/
public Vector3f getScale() {
return scale;
}
/**
* Read the collision margin for this shape.
*
* @return the margin distance (in physics-space units, &gt;0)
*/
public float getMargin() {
return getMargin(objectId);
}
private native float getMargin(long objectId);
/**
* Alter the collision margin for this shape. CAUTION: Margin is applied
* differently, depending on the type of shape. Generally the collision
* margin expands the object, creating a gap. Don't set the collision margin
* to zero.
* <p>
* Note that if the shape is shared (between collision objects and/or
* compound shapes) changes can have unintended consequences.
*
* @param margin the desired margin distance (in physics-space units, &gt;0,
* default=0)
*/
public void setMargin(float margin) {
setMargin(objectId, margin);
this.margin = margin;
@ -107,18 +157,37 @@ public abstract class CollisionShape implements Savable {
private native void setMargin(long objectId, float margin);
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(scale, "scale", new Vector3f(1, 1, 1));
capsule.write(getMargin(), "margin", 0.0f);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
this.scale = (Vector3f) capsule.readSavable("scale", new Vector3f(1, 1, 1));
this.margin = capsule.readFloat("margin", 0.0f);
}
/**
* Finalize this shape just before it is destroyed. Should be invoked only
* by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -46,23 +46,33 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A CompoundCollisionShape allows combining multiple base shapes
* to generate a more sophisticated shape.
* A collision shape formed by combining convex child shapes, based on Bullet's
* btCompoundShape.
*
* @author normenhansen
*/
public class CompoundCollisionShape extends CollisionShape {
/**
* children of this shape
*/
protected ArrayList<ChildCollisionShape> children = new ArrayList<ChildCollisionShape>();
/**
* Instantiate an empty compound shape (with no children).
*/
public CompoundCollisionShape() {
objectId = createShape();//new CompoundShape();
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));
}
/**
* adds a child shape at the given local translation
* @param shape the child shape to add
* @param location the local location of the child shape
* Add a child shape with the specified local translation.
*
* @param shape the child shape to add (not null, not a compound shape,
* alias created)
* @param location the local coordinates of the child shape's center (not
* null, unaffected)
*/
public void addChildShape(CollisionShape shape, Vector3f location) {
// Transform transA = new Transform(Converter.convert(new Matrix3f()));
@ -73,9 +83,14 @@ public class CompoundCollisionShape extends CollisionShape {
}
/**
* adds a child shape at the given local translation
* @param shape the child shape to add
* @param location the local location of the child shape
* Add a child shape with the specified local translation and orientation.
*
* @param shape the child shape to add (not null, not a compound shape,
* alias created)
* @param location the local coordinates of the child shape's center (not
* null, unaffected)
* @param rotation the local orientation of the child shape (not null,
* unaffected)
*/
public void addChildShape(CollisionShape shape, Vector3f location, Matrix3f rotation) {
if(shape instanceof CompoundCollisionShape){
@ -101,8 +116,9 @@ public class CompoundCollisionShape extends CollisionShape {
}
/**
* removes a child shape
* @param shape the child shape to remove
* Remove a child from this shape.
*
* @param shape the child shape to remove (not null)
*/
public void removeChildShape(CollisionShape shape) {
removeChildShape(objectId, shape.getObjectId());
@ -115,6 +131,11 @@ public class CompoundCollisionShape extends CollisionShape {
}
}
/**
* Access the list of children.
*
* @return the pre-existing list (not null)
*/
public List<ChildCollisionShape> getChildren() {
return children;
}
@ -125,12 +146,24 @@ public class CompoundCollisionShape extends CollisionShape {
private native long removeChildShape(long objectId, long childId);
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
capsule.writeSavableArrayList(children, "children", new ArrayList<ChildCollisionShape>());
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,18 +41,40 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A conical collision shape based on Bullet's btConeShapeX, btConeShape, or
* btConeShapeZ.
*
* @author normenhansen
*/
public class ConeCollisionShape extends CollisionShape {
/**
* copy of radius (&ge;0)
*/
protected float radius;
/**
* copy of height (&ge;0)
*/
protected float height;
/**
* copy of main (height) axis (0&rarr;X, 1&rarr;Y, 2&rarr;Z)
*/
protected int axis;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public ConeCollisionShape() {
}
/**
* Instantiate a cone shape around the specified main (height) axis.
*
* @param radius the desired radius (&ge;0)
* @param height the desired height (&ge;0)
* @param axis which local axis: 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
public ConeCollisionShape(float radius, float height, int axis) {
this.radius = radius;
this.height = height;
@ -60,6 +82,12 @@ public class ConeCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate a cone shape oriented along the Y axis.
*
* @param radius the desired radius (&ge;0)
* @param height the desired height (&ge;0)
*/
public ConeCollisionShape(float radius, float height) {
this.radius = radius;
this.height = height;
@ -67,14 +95,30 @@ public class ConeCollisionShape extends CollisionShape {
createShape();
}
/**
* Read the radius of the cone.
*
* @return radius (&ge;0)
*/
public float getRadius() {
return radius;
}
/**
* Read the height of the cone.
*
* @return height (&ge;0)
*/
public float getHeight() {
return height;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -83,6 +127,12 @@ public class ConeCollisionShape extends CollisionShape {
capsule.write(axis, "axis", PhysicsSpace.AXIS_Y);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -92,6 +142,9 @@ public class ConeCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
objectId = createShape(axis, radius, height);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,20 +41,35 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic cylinder collision shape
* A cylindrical collision shape based on Bullet's btCylinderShapeX, new
* btCylinderShape, or btCylinderShapeZ.
*
* @author normenhansen
*/
public class CylinderCollisionShape extends CollisionShape {
/**
* copy of half-extents of the cylinder on each local axis (not null, no
* negative component)
*/
protected Vector3f halfExtents;
/**
* main (height) axis (0&rarr;X, 1&rarr;Y, 2&rarr;Z)
*/
protected int axis;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public CylinderCollisionShape() {
}
/**
* creates a cylinder shape from the given halfextents
* @param halfExtents the halfextents to use
* Instantiate a Z-axis cylinder shape with the specified half extents.
*
* @param halfExtents the desired half extents (not null, no negative
* component, alias created)
*/
public CylinderCollisionShape(Vector3f halfExtents) {
this.halfExtents = halfExtents;
@ -63,9 +78,11 @@ public class CylinderCollisionShape extends CollisionShape {
}
/**
* Creates a cylinder shape around the given axis from the given halfextents
* @param halfExtents the halfextents to use
* @param axis (0=X,1=Y,2=Z)
* Instantiate a cylinder shape around the specified axis.
*
* @param halfExtents the desired half extents (not null, no negative
* component, alias created)
* @param axis which local axis: 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
public CylinderCollisionShape(Vector3f halfExtents, int axis) {
this.halfExtents = halfExtents;
@ -73,16 +90,30 @@ public class CylinderCollisionShape extends CollisionShape {
createShape();
}
/**
* Access the half extents of the cylinder.
*
* @return the pre-existing vector (not null, no negative component)
*/
public final Vector3f getHalfExtents() {
return halfExtents;
}
/**
* Determine the main axis of the cylinder.
*
* @return 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
public int getAxis() {
return axis;
}
/**
* WARNING - CompoundCollisionShape scaling has no effect.
* Alter the scaling factors of this shape. Scaling is disabled
* for cylinder shapes.
*
* @param scale the desired scaling factor for each local axis (not null, no
* negative component, unaffected, default=1,1,1)
*/
@Override
public void setScale(Vector3f scale) {
@ -91,6 +122,12 @@ public class CylinderCollisionShape extends CollisionShape {
}
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -98,6 +135,12 @@ public class CylinderCollisionShape extends CollisionShape {
capsule.write(axis, "axis", 1);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -106,6 +149,9 @@ public class CylinderCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
objectId = createShape(axis, halfExtents);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -47,7 +47,8 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic mesh collision shape
* A mesh collision shape based on Bullet's btGImpactMeshShape.
*
* @author normenhansen
*/
public class GImpactCollisionShape extends CollisionShape {
@ -55,14 +56,23 @@ public class GImpactCollisionShape extends CollisionShape {
// protected Vector3f worldScale;
protected int numVertices, numTriangles, vertexStride, triangleIndexStride;
protected ByteBuffer triangleIndexBase, vertexBase;
/**
* Unique identifier of the Bullet mesh. The constructor sets this to a
* non-zero value.
*/
protected long meshId = 0;
// protected IndexedMesh bulletMesh;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public GImpactCollisionShape() {
}
/**
* creates a collision shape from the given Mesh
* Instantiate a shape based on the specified JME mesh.
*
* @param mesh the Mesh to use
*/
public GImpactCollisionShape(Mesh mesh) {
@ -105,6 +115,12 @@ public class GImpactCollisionShape extends CollisionShape {
// public Mesh createJmeMesh() {
// return Converter.convert(bulletMesh);
// }
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -118,6 +134,12 @@ public class GImpactCollisionShape extends CollisionShape {
capsule.write(vertexBase.array(), "vertexBase", new byte[0]);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -132,6 +154,9 @@ public class GImpactCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
// bulletMesh = new IndexedMesh();
// bulletMesh.numVertices = numVertices;
@ -157,6 +182,12 @@ public class GImpactCollisionShape extends CollisionShape {
private native long createShape(long meshId);
/**
* Finalize this shape just before it is destroyed. Should be invoked only
* by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -45,36 +45,72 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Uses Bullet Physics Heightfield terrain collision system. This is MUCH faster
* than using a regular mesh.
* There are a couple tricks though:
* -No rotation or translation is supported.
* -The collision bbox must be centered around 0,0,0 with the height above and below the y-axis being
* equal on either side. If not, the whole collision box is shifted vertically and things don't collide
* as they should.
*
* A terrain collision shape based on Bullet's btHeightfieldTerrainShape.
* <p>
* This is much more efficient than a regular mesh, but it has a couple
* limitations:
* <ul>
* <li>No rotation or translation.</li>
* <li>The collision bounding box must be centered on (0,0,0) with the height
* above and below the X-Z plane being equal on either side. If not, the whole
* collision box is shifted vertically and objects won't collide properly.</li>
* </ul>
*
* @author Brent Owens
*/
public class HeightfieldCollisionShape extends CollisionShape {
/**
* number of rows in the heightfield (&gt;1)
*/
protected int heightStickWidth;
/**
* number of columns in the heightfield (&gt;1)
*/
protected int heightStickLength;
/**
* array of heightfield samples
*/
protected float[] heightfieldData;
protected float heightScale;
protected float minHeight;
protected float maxHeight;
/**
* index of the height axis (0&rarr;X, 1&rarr;Y, 2&rarr;Z)
*/
protected int upAxis;
protected boolean flipQuadEdges;
/**
* buffer for passing height data to Bullet
* <p>
* A Java reference must persist after createShape() completes, or else the
* buffer might get garbaged collected.
*/
protected ByteBuffer bbuf;
// protected FloatBuffer fbuf;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public HeightfieldCollisionShape() {
}
/**
* Instantiate a new shape for the specified height map.
*
* @param heightmap (not null, length&ge;4, length a perfect square)
*/
public HeightfieldCollisionShape(float[] heightmap) {
createCollisionHeightfield(heightmap, Vector3f.UNIT_XYZ);
}
/**
* Instantiate a new shape for the specified height map and scale vector.
*
* @param heightmap (not null, length&ge;4, length a perfect square)
* @param scale (not null, no negative component, unaffected, default=1,1,1)
*/
public HeightfieldCollisionShape(float[] heightmap, Vector3f scale) {
createCollisionHeightfield(heightmap, scale);
}
@ -120,6 +156,9 @@ public class HeightfieldCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
bbuf = BufferUtils.createByteBuffer(heightfieldData.length * 4);
// fbuf = bbuf.asFloatBuffer();//FloatBuffer.wrap(heightfieldData);
@ -138,11 +177,22 @@ public class HeightfieldCollisionShape extends CollisionShape {
private native long createShape(int heightStickWidth, int heightStickLength, ByteBuffer heightfieldData, float heightScale, float minHeight, float maxHeight, int upAxis, boolean flipQuadEdges);
/**
* Does nothing.
*
* @return null
*/
public Mesh createJmeMesh() {
//TODO return Converter.convert(bulletMesh);
return null;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -156,6 +206,12 @@ public class HeightfieldCollisionShape extends CollisionShape {
capsule.write(flipQuadEdges, "flipQuadEdges", false);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -44,24 +44,50 @@ import java.nio.FloatBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A convex hull collision shape based on Bullet's btConvexHullShape.
*/
public class HullCollisionShape extends CollisionShape {
private float[] points;
// protected FloatBuffer fbuf;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public HullCollisionShape() {
}
/**
* Instantiate a collision shape based on the specified JME mesh. For best
* performance and stability, use the mesh should have no more than 100
* vertices.
*
* @param mesh a mesh on which to base the shape (not null)
*/
public HullCollisionShape(Mesh mesh) {
this.points = getPoints(mesh);
createShape();
}
/**
* Instantiate a collision shape based on the specified JME mesh.
*
* @param points an array of coordinates on which to base the shape (not
* null, length a multiple of 3)
*/
public HullCollisionShape(float[] points) {
this.points = points;
createShape();
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -70,6 +96,12 @@ public class HullCollisionShape extends CollisionShape {
capsule.write(points, "points", null);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
@ -89,6 +121,9 @@ public class HullCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
// ObjectArrayList<Vector3f> pointList = new ObjectArrayList<Vector3f>();
// for (int i = 0; i < points.length; i += 3) {
@ -114,6 +149,12 @@ public class HullCollisionShape extends CollisionShape {
private native long createShape(ByteBuffer points);
/**
* Copy the vertex positions from a JME mesh.
*
* @param mesh the mesh to read (not null)
* @return a new array (not null, length a multiple of 3)
*/
protected float[] getPoints(Mesh mesh) {
FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
vertices.rewind();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -49,7 +49,7 @@ import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.util.BufferUtils;
/**
* Basic mesh collision shape
* A mesh collision shape based on Bullet's btBvhTriangleMeshShape.
*
* @author normenhansen
*/
@ -64,38 +64,45 @@ public class MeshCollisionShape extends CollisionShape {
private static final String NATIVE_BVH = "nativeBvh";
protected int numVertices, numTriangles, vertexStride, triangleIndexStride;
protected ByteBuffer triangleIndexBase, vertexBase;
/**
* Unique identifier of the Bullet mesh. The constructor sets this to a
* non-zero value.
*/
protected long meshId = 0;
protected long nativeBVHBuffer = 0;
private boolean memoryOptimized;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public MeshCollisionShape() {
}
/**
* Creates a collision shape from the given Mesh.
* Default behavior, more optimized for memory usage.
* Instantiate a collision shape based on the specified JME mesh, optimized
* for memory usage.
*
* @param mesh
* @param mesh the mesh on which to base the shape (not null)
*/
public MeshCollisionShape(Mesh mesh) {
this(mesh, true);
}
/**
* Creates a collision shape from the given Mesh.
* <code>memoryOptimized</code> determines if optimized instead of
* quantized BVH will be used.
* Internally, <code>memoryOptimized</code> BVH is slower to calculate (~4x)
* but also smaller (~0.5x).
* It is preferable to use the memory optimized version and then serialize
* the resulting MeshCollisionshape as this will also save the
* generated BVH.
* An exception can be procedurally / generated collision shapes, where
* the generation time is more of a concern
* Instantiate a collision shape based on the specified JME mesh.
* <p>
* <code>memoryOptimized</code> determines if optimized instead of quantized
* BVH will be used. Internally, <code>memoryOptimized</code> BVH is slower
* to calculate (~4x) but also smaller (~0.5x). It is preferable to use the
* memory optimized version and then serialize the resulting
* MeshCollisionshape as this will also save the generated BVH. An exception
* can be procedurally / generated collision shapes, where the generation
* time is more of a concern
*
* @param mesh the Mesh to use
* @param memoryOptimized True to generate a memory optimized BVH,
* false to generate quantized BVH.
* @param mesh the mesh on which to base the shape (not null)
* @param memoryOptimized true to generate a memory-optimized BVH, false to
* generate quantized BVH
*/
public MeshCollisionShape(final Mesh mesh, final boolean memoryOptimized) {
this.memoryOptimized = memoryOptimized;
@ -103,16 +110,15 @@ public class MeshCollisionShape extends CollisionShape {
}
/**
* Advanced constructor, usually you dont want to use this, but the Mesh
* based one. Passing false values can lead to a crash, use at own risk
*
* An advanced constructor. Passing false values can lead to a crash.
* Usually you dont want to use this. Use at own risk.
* <p>
* This constructor bypasses all copy logic normally used, this allows for
* faster bullet shape generation when using procedurally generated Meshes.
*
* faster Bullet shape generation when using procedurally generated Meshes.
*
* @param indices the raw index buffer
* @param vertices the raw vertex buffer
* @param memoryOptimized use quantisize BVH, uses less memory, but slower
* @param memoryOptimized use quantized BVH, uses less memory, but slower
*/
public MeshCollisionShape(ByteBuffer indices, ByteBuffer vertices, boolean memoryOptimized) {
this.triangleIndexBase = indices;
@ -153,6 +159,12 @@ public class MeshCollisionShape extends CollisionShape {
this.createShape(null);
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(final JmeExporter ex) throws IOException {
super.write(ex);
@ -178,6 +190,12 @@ public class MeshCollisionShape extends CollisionShape {
}
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(final JmeImporter im) throws IOException {
super.read(im);
@ -195,6 +213,9 @@ public class MeshCollisionShape extends CollisionShape {
createShape(nativeBvh);
}
/**
* Instantiate the configured shape in Bullet.
*/
private void createShape(byte bvh[]) {
boolean buildBvh=bvh==null||bvh.length==0;
this.meshId = NativeMeshUtil.createTriangleIndexVertexArray(this.triangleIndexBase, this.vertexBase, this.numTriangles, this.numVertices, this.vertexStride, this.triangleIndexStride);
@ -216,6 +237,12 @@ public class MeshCollisionShape extends CollisionShape {
private native long createShape(boolean memoryOptimized, boolean buildBvt, long meshId);
/**
* Finalize this shape just before it is destroyed. Should be invoked only
* by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
public void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,34 +42,60 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A planar collision shape based on Bullet's btStaticPlaneShape.
*
* @author normenhansen
*/
public class PlaneCollisionShape extends CollisionShape{
/**
* description of the plane
*/
private Plane plane;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PlaneCollisionShape() {
}
/**
* Creates a plane Collision shape
* @param plane the plane that defines the shape
* Instantiate a plane shape defined by the specified plane.
*
* @param plane the desired plane (not null, alias created)
*/
public PlaneCollisionShape(Plane plane) {
this.plane = plane;
createShape();
}
/**
* Access the defining plane.
*
* @return the pre-existing instance (not null)
*/
public final Plane getPlane() {
return plane;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(plane, "collisionPlane", new Plane());
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -77,6 +103,9 @@ public class PlaneCollisionShape extends CollisionShape{
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
objectId = createShape(plane.getNormal(), plane.getConstant());
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,16 +41,33 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A simple point, line, triangle or quad collisionShape based on one to four points-
* A simple point, line-segment, triangle, or tetrahedron collision shape based
* on Bullet's btBU_Simplex1to4.
*
* @author normenhansen
*/
public class SimplexCollisionShape extends CollisionShape {
/**
* vertex positions
*/
private Vector3f vector1, vector2, vector3, vector4;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public SimplexCollisionShape() {
}
/**
* Instantiate a tetrahedral collision shape based on the specified points.
*
* @param point1 the coordinates of 1st point (not null, alias created)
* @param point2 the coordinates of 2nd point (not null, alias created)
* @param point3 the coordinates of 3rd point (not null, alias created)
* @param point4 the coordinates of 4th point (not null, alias created)
*/
public SimplexCollisionShape(Vector3f point1, Vector3f point2, Vector3f point3, Vector3f point4) {
vector1 = point1;
vector2 = point2;
@ -59,6 +76,13 @@ public class SimplexCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate a triangular collision shape based on the specified points.
*
* @param point1 the coordinates of 1st point (not null, alias created)
* @param point2 the coordinates of 2nd point (not null, alias created)
* @param point3 the coordinates of 3rd point (not null, alias created)
*/
public SimplexCollisionShape(Vector3f point1, Vector3f point2, Vector3f point3) {
vector1 = point1;
vector2 = point2;
@ -66,17 +90,34 @@ public class SimplexCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate a line-segment collision shape based on the specified points.
*
* @param point1 the coordinates of 1st point (not null, alias created)
* @param point2 the coordinates of 2nd point (not null, alias created)
*/
public SimplexCollisionShape(Vector3f point1, Vector3f point2) {
vector1 = point1;
vector2 = point2;
createShape();
}
/**
* Instantiate a point collision shape based on the specified points.
*
* @param point1 the coordinates of point (not null, alias created)
*/
public SimplexCollisionShape(Vector3f point1) {
vector1 = point1;
createShape();
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -86,6 +127,12 @@ public class SimplexCollisionShape extends CollisionShape {
capsule.write(vector4, "simplexPoint4", null);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -96,6 +143,9 @@ public class SimplexCollisionShape extends CollisionShape {
createShape();
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
if (vector4 != null) {
objectId = createShape(vector1, vector2, vector3, vector4);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -41,35 +41,61 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic sphere collision shape
* A spherical collision shape based on Bullet's btSphereShape.
*
* @author normenhansen
*/
public class SphereCollisionShape extends CollisionShape {
/**
* copy of radius (&ge;0)
*/
protected float radius;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public SphereCollisionShape() {
}
/**
* creates a SphereCollisionShape with the given radius
* @param radius
* Instantiate a sphere shape with the specified radius.
*
* @param radius the desired radius (&ge;0)
*/
public SphereCollisionShape(float radius) {
this.radius = radius;
createShape();
}
/**
* Read the radius of this shape.
*
* @return the radius (&ge;0)
*/
public float getRadius() {
return radius;
}
/**
* Serialize this shape, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(radius, "radius", 0.5f);
}
/**
* De-serialize this shape, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -78,7 +104,11 @@ public class SphereCollisionShape extends CollisionShape {
}
/**
* WARNING - CompoundCollisionShape scaling has no effect.
* Alter the scaling factors of this shape. Scaling is disabled
* for sphere shapes.
*
* @param scale the desired scaling factor for each local axis (not null, no
* negative component, unaffected, default=1,1,1)
*/
@Override
public void setScale(Vector3f scale) {
@ -87,6 +117,9 @@ public class SphereCollisionShape extends CollisionShape {
}
}
/**
* Instantiate the configured shape in Bullet.
*/
protected void createShape() {
objectId = createShape(radius);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(objectId));

@ -43,10 +43,13 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From bullet manual:</i><br>
* To create ragdolls, the cone twist constraint is very useful for limbs like the upper arm.
* It is a special point to point constraint that adds cone and twist axis limits.
* The x-axis serves as twist axis.
* A joint based on Bullet's btConeTwistConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* To create ragdolls, the cone twist constraint is very useful for limbs like
* the upper arm. It is a special point to point constraint that adds cone and
* twist axis limits. The x-axis serves as twist axis.
*
* @author normenhansen
*/
public class ConeJoint extends PhysicsJoint {
@ -57,12 +60,25 @@ public class ConeJoint extends PhysicsJoint {
protected float twistSpan = 1e30f;
protected boolean angularOnly = false;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public ConeJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a ConeJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
*/
public ConeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB) {
super(nodeA, nodeB, pivotA, pivotB);
@ -72,8 +88,21 @@ public class ConeJoint extends PhysicsJoint {
}
/**
* Instantiate a ConeJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA local translation of the joint connection point in node A
* (not null, alias created)
* @param pivotB local translation of the joint connection point in node B
* (not null, alias created)
* @param rotA the local orientation of the connection to node A (not null,
* alias created)
* @param rotB the local orientation of the connection to node B (not null,
* alias created)
*/
public ConeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, Matrix3f rotA, Matrix3f rotB) {
super(nodeA, nodeB, pivotA, pivotB);
@ -82,6 +111,13 @@ public class ConeJoint extends PhysicsJoint {
createJoint();
}
/**
* Alter the angular limits for this joint.
*
* @param swingSpan1 angle (in radians)
* @param swingSpan2 angle (in radians)
* @param twistSpan angle (in radians)
*/
public void setLimit(float swingSpan1, float swingSpan2, float twistSpan) {
this.swingSpan1 = swingSpan1;
this.swingSpan2 = swingSpan2;
@ -91,6 +127,11 @@ public class ConeJoint extends PhysicsJoint {
private native void setLimit(long objectId, float swingSpan1, float swingSpan2, float twistSpan);
/**
* Alter whether this joint is angular only.
*
* @param value the desired setting (default=false)
*/
public void setAngularOnly(boolean value) {
angularOnly = value;
setAngularOnly(objectId, value);
@ -98,6 +139,12 @@ public class ConeJoint extends PhysicsJoint {
private native void setAngularOnly(long objectId, boolean value);
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -111,6 +158,12 @@ public class ConeJoint extends PhysicsJoint {
capsule.write(twistSpan, "twistSpan", 1e30f);
}
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
@ -125,6 +178,9 @@ public class ConeJoint extends PhysicsJoint {
createJoint();
}
/**
* Create the configured joint in Bullet.
*/
protected void createJoint() {
objectId = createJoint(nodeA.getObjectId(), nodeB.getObjectId(), pivotA, rotA, pivotB, rotB);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Joint {0}", Long.toHexString(objectId));

@ -42,29 +42,63 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From bullet manual:</i><br>
* Hinge constraint, or revolute joint restricts two additional angular degrees of freedom,
* so the body can only rotate around one axis, the hinge axis.
* This can be useful to represent doors or wheels rotating around one axis.
* The user can specify limits and motor for the hinge.
* A joint based on Bullet's btHingeConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* Hinge constraint, or revolute joint restricts two additional angular degrees
* of freedom, so the body can only rotate around one axis, the hinge axis. This
* can be useful to represent doors or wheels rotating around one axis. The user
* can specify limits and motor for the hinge.
*
* @author normenhansen
*/
public class HingeJoint extends PhysicsJoint {
protected Vector3f axisA;
protected Vector3f axisB;
/**
* copy of the angular-only flag (default=false)
*/
protected boolean angularOnly = false;
/**
* copy of the limit's bias factor, how strictly position errors (drift) is
* corrected (default=0.3)
*/
protected float biasFactor = 0.3f;
/**
* copy of the limit's relaxation factor, the rate at which velocity errors
* are corrected (default=1)
*/
protected float relaxationFactor = 1.0f;
/**
* copy of the limit's softness, the range fraction at which velocity-error
* correction starts operating (default=0.9)
*/
protected float limitSoftness = 0.9f;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public HingeJoint() {
}
/**
* Creates a new HingeJoint
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a HingeJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param axisA the local axis of the connection to node A (not null, alias
* created)
* @param axisB the local axis of the connection to node B (not null, alias
* created)
*/
public HingeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, Vector3f axisA, Vector3f axisB) {
super(nodeA, nodeB, pivotA, pivotB);
@ -74,10 +108,11 @@ public class HingeJoint extends PhysicsJoint {
}
/**
* Enables the motor.
* @param enable if true, motor is enabled.
* @param targetVelocity the target velocity of the rotation.
* @param maxMotorImpulse the max force applied to the hinge to rotate it.
* Enable or disable this joint's motor.
*
* @param enable true to enable, false to disable
* @param targetVelocity the desired target velocity
* @param maxMotorImpulse the desired maximum rotational force
*/
public void enableMotor(boolean enable, float targetVelocity, float maxMotorImpulse) {
enableMotor(objectId, enable, targetVelocity, maxMotorImpulse);
@ -85,18 +120,33 @@ public class HingeJoint extends PhysicsJoint {
private native void enableMotor(long objectId, boolean enable, float targetVelocity, float maxMotorImpulse);
/**
* Test whether this joint's motor is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean getEnableMotor() {
return getEnableAngularMotor(objectId);
}
private native boolean getEnableAngularMotor(long objectId);
/**
* Read the motor's target velocity.
*
* @return velocity
*/
public float getMotorTargetVelocity() {
return getMotorTargetVelocity(objectId);
}
private native float getMotorTargetVelocity(long objectId);
/**
* Read the motor's maximum impulse.
*
* @return impulse
*/
public float getMaxMotorImpulse() {
return getMaxMotorImpulse(objectId);
}
@ -104,9 +154,10 @@ public class HingeJoint extends PhysicsJoint {
private native float getMaxMotorImpulse(long objectId);
/**
* Sets the limits of this joint.
* @param low the low limit in radians.
* @param high the high limit in radians.
* Alter this joint's limits.
*
* @param low the desired lower limit of the hinge angle (in radians)
* @param high the desired upper limit of the joint angle (in radians)
*/
public void setLimit(float low, float high) {
setLimit(objectId, low, high);
@ -115,13 +166,20 @@ public class HingeJoint extends PhysicsJoint {
private native void setLimit(long objectId, float low, float high);
/**
* Sets the limits of this joint.
* If you're above the softness, velocities that would shoot through the actual limit are slowed down. The bias be in the range of 0.2 - 0.5.
* @param low the low limit in radians.
* @param high the high limit in radians.
* @param _softness the factor at which the velocity error correction starts operating,i.e a softness of 0.9 means that the vel. corr starts at 90% of the limit range.
* @param _biasFactor the magnitude of the position correction. It tells you how strictly the position error (drift ) is corrected.
* @param _relaxationFactor the rate at which velocity errors are corrected. This can be seen as the strength of the limits. A low value will make the limits more spongy.
* Alter this joint's limits. If you're above the softness, velocities that
* would shoot through the actual limit are slowed down. The bias should be
* in the range of 0.2 - 0.5.
*
* @param low the desired lower limit of the hinge angle (in radians)
* @param high the desired upper limit of the joint angle (in radians)
* @param _softness the desired range fraction at which velocity-error
* correction starts operating. A softness of 0.9 means that the correction
* starts at 90% of the limit range. (default=0.9)
* @param _biasFactor the desired magnitude of the position correction, how
* strictly position errors (drift) is corrected. (default=0.3)
* @param _relaxationFactor the desired rate at which velocity errors are
* corrected. This can be seen as the strength of the limits. A low value
* will make the limits more spongy. (default=1)
*/
public void setLimit(float low, float high, float _softness, float _biasFactor, float _relaxationFactor) {
biasFactor = _biasFactor;
@ -132,18 +190,34 @@ public class HingeJoint extends PhysicsJoint {
private native void setLimit(long objectId, float low, float high, float _softness, float _biasFactor, float _relaxationFactor);
/**
* Read the upper limit of the hinge angle.
*
* @return angle (in radians)
*/
public float getUpperLimit() {
return getUpperLimit(objectId);
}
private native float getUpperLimit(long objectId);
/**
* Read the lower limit of the hinge angle.
*
* @return the angle (in radians)
*/
public float getLowerLimit() {
return getLowerLimit(objectId);
}
private native float getLowerLimit(long objectId);
/**
* Alter the hinge translation flag.
*
* @param angularOnly true&rarr;rotate only, false&rarr;rotate and translate
* (default=false)
*/
public void setAngularOnly(boolean angularOnly) {
this.angularOnly = angularOnly;
setAngularOnly(objectId, angularOnly);
@ -151,12 +225,23 @@ public class HingeJoint extends PhysicsJoint {
private native void setAngularOnly(long objectId, boolean angularOnly);
/**
* Read the hinge angle.
*
* @return the angle (in radians)
*/
public float getHingeAngle() {
return getHingeAngle(objectId);
}
private native float getHingeAngle(long objectId);
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
@ -177,6 +262,12 @@ public class HingeJoint extends PhysicsJoint {
capsule.write(getMaxMotorImpulse(), "maxMotorImpulse", 0.0f);
}
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule capsule = im.getCapsule(this);
@ -200,6 +291,9 @@ public class HingeJoint extends PhysicsJoint {
setLimit(lowerLimit, upperLimit, limitSoftness, biasFactor, relaxationFactor);
}
/**
* Create the configured joint in Bullet.
*/
protected void createJoint() {
objectId = createJoint(nodeA.getObjectId(), nodeB.getObjectId(), pivotA, axisA, pivotB, axisB);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Joint {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -39,24 +39,59 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <p>PhysicsJoint - Basic Phyiscs Joint</p>
* The abstract base class for physics joints based on Bullet's
* btTypedConstraint, used to connect 2 dynamic rigid bodies in the same
* physics space.
* <p>
* Joints include ConeJoint, HingeJoint, Point2PointJoint, and SixDofJoint.
*
* @author normenhansen
*/
public abstract class PhysicsJoint implements Savable {
/**
* Unique identifier of the Bullet constraint. Constructors are responsible
* for setting this to a non-zero value. After that, the id never changes.
*/
protected long objectId = 0;
/**
* one of the connected rigid bodies
*/
protected PhysicsRigidBody nodeA;
/**
* the other connected rigid body
*/
protected PhysicsRigidBody nodeB;
/**
* local offset of this joint's connection point in node A
*/
protected Vector3f pivotA;
/**
* local offset of this joint's connection point in node B
*/
protected Vector3f pivotB;
protected boolean collisionBetweenLinkedBodys = true;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PhysicsJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a PhysicsJoint. To be effective, the joint must be added to
* the physics space of the two bodies. Also, the bodies must be dynamic and
* distinct.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA local offset of the joint connection point in node A (not
* null, alias created)
* @param pivotB local offset of the joint connection point in node B (not
* null, alias created)
*/
public PhysicsJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB) {
this.nodeA = nodeA;
@ -67,6 +102,11 @@ public abstract class PhysicsJoint implements Savable {
nodeB.addJoint(this);
}
/**
* Read the magnitude of the applied impulse.
*
* @return impulse
*/
public float getAppliedImpulse() {
return getAppliedImpulse(objectId);
}
@ -74,52 +114,84 @@ public abstract class PhysicsJoint implements Savable {
private native float getAppliedImpulse(long objectId);
/**
* @return the constraint
* Read the id of the Bullet constraint.
*
* @return the unique identifier (not zero)
*/
public long getObjectId() {
return objectId;
}
/**
* @return the collisionBetweenLinkedBodys
* Test whether collisions are allowed between the linked bodies.
*
* @return true if collision are allowed, otherwise false
*/
public boolean isCollisionBetweenLinkedBodys() {
return collisionBetweenLinkedBodys;
}
/**
* toggles collisions between linked bodys<br>
* joint has to be removed from and added to PhyiscsSpace to apply this.
* @param collisionBetweenLinkedBodys set to false to have no collisions between linked bodys
* Enable or disable collisions between the linked bodies. The joint must be
* removed from and added to PhysicsSpace for this change to be effective.
*
* @param collisionBetweenLinkedBodys true &rarr; allow collisions, false &rarr; prevent them
*/
public void setCollisionBetweenLinkedBodys(boolean collisionBetweenLinkedBodys) {
this.collisionBetweenLinkedBodys = collisionBetweenLinkedBodys;
}
/**
* Access the 1st body specified in during construction.
*
* @return the pre-existing body
*/
public PhysicsRigidBody getBodyA() {
return nodeA;
}
/**
* Access the 2nd body specified in during construction.
*
* @return the pre-existing body
*/
public PhysicsRigidBody getBodyB() {
return nodeB;
}
/**
* Access the local offset of the joint connection point in node A.
*
* @return the pre-existing vector
*/
public Vector3f getPivotA() {
return pivotA;
}
/**
* Access the local offset of the joint connection point in node A.
*
* @return the pre-existing vector
*/
public Vector3f getPivotB() {
return pivotB;
}
/**
* destroys this joint and removes it from its connected PhysicsRigidBodys joint lists
* Destroy this joint and remove it from the joint lists of its connected
* bodies.
*/
public void destroy() {
getBodyA().removeJoint(this);
getBodyB().removeJoint(this);
}
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(nodeA, "nodeA", null);
@ -128,6 +200,12 @@ public abstract class PhysicsJoint implements Savable {
capsule.write(pivotB, "pivotB", null);
}
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
this.nodeA = ((PhysicsRigidBody) capsule.readSavable("nodeA", new PhysicsRigidBody()));
@ -136,6 +214,12 @@ public abstract class PhysicsJoint implements Savable {
this.pivotB = (Vector3f) capsule.readSavable("pivotB", new Vector3f());
}
/**
* Finalize this physics joint just before it is destroyed. Should be
* invoked only by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,62 +42,116 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From bullet manual:</i><br>
* Point to point constraint, also known as ball socket joint limits the translation
* so that the local pivot points of 2 rigidbodies match in worldspace.
* A chain of rigidbodies can be connected using this constraint.
* A joint based on Bullet's btPoint2PointConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* Point to point constraint limits the translation so that the local pivot
* points of 2 rigidbodies match in worldspace. A chain of rigidbodies can be
* connected using this constraint.
*
* @author normenhansen
*/
public class Point2PointJoint extends PhysicsJoint {
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public Point2PointJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a Point2PointJoint. To be effective, the joint must be added
* to a physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
*/
public Point2PointJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB) {
super(nodeA, nodeB, pivotA, pivotB);
createJoint();
}
/**
* Alter the joint's damping.
*
* @param value the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped, default=1)
*/
public void setDamping(float value) {
setDamping(objectId, value);
}
private native void setDamping(long objectId, float value);
/**
* Alter the joint's impulse clamp.
*
* @param value the desired impulse clamp value (default=0)
*/
public void setImpulseClamp(float value) {
setImpulseClamp(objectId, value);
}
private native void setImpulseClamp(long objectId, float value);
/**
* Alter the joint's tau value.
*
* @param value the desired tau value (default=0.3)
*/
public void setTau(float value) {
setTau(objectId, value);
}
private native void setTau(long objectId, float value);
/**
* Read the joint's damping ratio.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDamping() {
return getDamping(objectId);
}
private native float getDamping(long objectId);
/**
* Read the joint's impulse clamp.
*
* @return the clamp value
*/
public float getImpulseClamp() {
return getImpulseClamp(objectId);
}
private native float getImpulseClamp(long objectId);
/**
* Read the joint's tau value.
*
* @return the tau value
*/
public float getTau() {
return getTau(objectId);
}
private native float getTau(long objectId);
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -107,6 +161,12 @@ public class Point2PointJoint extends PhysicsJoint {
cap.write(getImpulseClamp(), "impulseClamp", 0f);
}
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
@ -117,6 +177,9 @@ public class Point2PointJoint extends PhysicsJoint {
setDamping(cap.readFloat("impulseClamp", 0f));
}
/**
* Create the configured joint in Bullet.
*/
protected void createJoint() {
objectId = createJoint(nodeA.getObjectId(), nodeB.getObjectId(), pivotA, pivotB);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Joint {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -47,33 +47,79 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From bullet manual:</i><br>
* This generic constraint can emulate a variety of standard constraints,
* by configuring each of the 6 degrees of freedom (dof).
* The first 3 dof axis are linear axis, which represent translation of rigidbodies,
* and the latter 3 dof axis represent the angular motion. Each axis can be either locked,
* free or limited. On construction of a new btGeneric6DofConstraint, all axis are locked.
* Afterwards the axis can be reconfigured. Note that several combinations that
* include free and/or limited angular degrees of freedom are undefined.
* A joint based on Bullet's btGeneric6DofConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* This generic constraint can emulate a variety of standard constraints, by
* configuring each of the 6 degrees of freedom (dof). The first 3 dof axis are
* linear axis, which represent translation of rigidbodies, and the latter 3 dof
* axis represent the angular motion. Each axis can be either locked, free or
* limited. On construction of a new btGeneric6DofSpring2Constraint, all axis
* are locked. Afterwards the axis can be reconfigured. Note that several
* combinations that include free and/or limited angular degrees of freedom are
* undefined.
* <p>
* For each axis:<ul>
* <li>Lowerlimit = Upperlimit &rarr; axis is locked</li>
* <li>Lowerlimit &gt; Upperlimit &rarr; axis is free</li>
* <li>Lowerlimit &lt; Upperlimit &rarr; axis it limited in that range</li>
* </ul>
*
* @author normenhansen
*/
public class SixDofJoint extends PhysicsJoint {
Matrix3f rotA, rotB;
/**
* true&rarr;limits give the allowable range of movement of frameB in frameA
* space, false&rarr;limits give the allowable range of movement of frameA
* in frameB space
*/
boolean useLinearReferenceFrameA;
LinkedList<RotationalLimitMotor> rotationalMotors = new LinkedList<RotationalLimitMotor>();
TranslationalLimitMotor translationalMotor;
/**
* upper limits for rotation of all 3 axes
*/
Vector3f angularUpperLimit = new Vector3f(Vector3f.POSITIVE_INFINITY);
/**
* lower limits for rotation of all 3 axes
*/
Vector3f angularLowerLimit = new Vector3f(Vector3f.NEGATIVE_INFINITY);
/**
* upper limit for translation of all 3 axes
*/
Vector3f linearUpperLimit = new Vector3f(Vector3f.POSITIVE_INFINITY);
/**
* lower limits for translation of all 3 axes
*/
Vector3f linearLowerLimit = new Vector3f(Vector3f.NEGATIVE_INFINITY);
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public SixDofJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a SixDofJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param rotA the local orientation of the connection to node A (not null,
* alias created)
* @param rotB the local orientation of the connection to node B (not null,
* alias created)
* @param useLinearReferenceFrameA true&rarr;use node A, false&rarr;use node
* B
*/
public SixDofJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, Matrix3f rotA, Matrix3f rotB, boolean useLinearReferenceFrameA) {
super(nodeA, nodeB, pivotA, pivotB);
@ -87,8 +133,19 @@ public class SixDofJoint extends PhysicsJoint {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a SixDofJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param useLinearReferenceFrameA true&rarr;use node A, false&rarr;use node
* B
*/
public SixDofJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, boolean useLinearReferenceFrameA) {
super(nodeA, nodeB, pivotA, pivotB);
@ -114,24 +171,32 @@ public class SixDofJoint extends PhysicsJoint {
private native long getTranslationalLimitMotor(long objectId);
/**
* returns the TranslationalLimitMotor of this 6DofJoint which allows
* manipulating the translational axis
* @return the TranslationalLimitMotor
* Access the TranslationalLimitMotor of this joint, the motor which
* influences translation on all 3 axes.
*
* @return the pre-existing instance
*/
public TranslationalLimitMotor getTranslationalLimitMotor() {
return translationalMotor;
}
/**
* returns one of the three RotationalLimitMotors of this 6DofJoint which
* allow manipulating the rotational axes
* @param index the index of the RotationalLimitMotor
* @return the RotationalLimitMotor at the given index
* Access the indexed RotationalLimitMotor of this joint, the motor which
* influences rotation around one axis.
*
* @param index the axis index of the desired motor: 0&rarr;X, 1&rarr;Y,
* 2&rarr;Z
* @return the pre-existing instance
*/
public RotationalLimitMotor getRotationalLimitMotor(int index) {
return rotationalMotors.get(index);
}
/**
* Alter the joint's upper limits for translation of all 3 axes.
*
* @param vector the desired upper limits (not null, unaffected)
*/
public void setLinearUpperLimit(Vector3f vector) {
linearUpperLimit.set(vector);
setLinearUpperLimit(objectId, vector);
@ -139,6 +204,11 @@ public class SixDofJoint extends PhysicsJoint {
private native void setLinearUpperLimit(long objctId, Vector3f vector);
/**
* Alter the joint's lower limits for translation of all 3 axes.
*
* @param vector the desired lower limits (not null, unaffected)
*/
public void setLinearLowerLimit(Vector3f vector) {
linearLowerLimit.set(vector);
setLinearLowerLimit(objectId, vector);
@ -146,6 +216,11 @@ public class SixDofJoint extends PhysicsJoint {
private native void setLinearLowerLimit(long objctId, Vector3f vector);
/**
* Alter the joint's upper limits for rotation of all 3 axes.
*
* @param vector the desired upper limits (in radians, not null, unaffected)
*/
public void setAngularUpperLimit(Vector3f vector) {
angularUpperLimit.set(vector);
setAngularUpperLimit(objectId, vector);
@ -153,6 +228,11 @@ public class SixDofJoint extends PhysicsJoint {
private native void setAngularUpperLimit(long objctId, Vector3f vector);
/**
* Alter the joint's lower limits for rotation of all 3 axes.
*
* @param vector the desired lower limits (in radians, not null, unaffected)
*/
public void setAngularLowerLimit(Vector3f vector) {
angularLowerLimit.set(vector);
setAngularLowerLimit(objectId, vector);
@ -162,6 +242,12 @@ public class SixDofJoint extends PhysicsJoint {
native long createJoint(long objectIdA, long objectIdB, Vector3f pivotA, Matrix3f rotA, Vector3f pivotB, Matrix3f rotB, boolean useLinearReferenceFrameA);
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
@ -197,6 +283,12 @@ public class SixDofJoint extends PhysicsJoint {
getTranslationalLimitMotor().setUpperLimit((Vector3f) capsule.readSavable("transMotor_UpperLimit", Vector3f.ZERO));
}
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -36,14 +36,24 @@ import com.jme3.math.Matrix3f;
import com.jme3.math.Vector3f;
/**
* <i>From bullet manual:</i><br>
* This generic constraint can emulate a variety of standard constraints,
* by configuring each of the 6 degrees of freedom (dof).
* The first 3 dof axis are linear axis, which represent translation of rigidbodies,
* and the latter 3 dof axis represent the angular motion. Each axis can be either locked,
* free or limited. On construction of a new btGeneric6DofConstraint, all axis are locked.
* Afterwards the axis can be reconfigured. Note that several combinations that
* include free and/or limited angular degrees of freedom are undefined.
* A 6 degree-of-freedom joint based on Bullet's btGeneric6DofSpringConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* This generic constraint can emulate a variety of standard constraints, by
* configuring each of the 6 degrees of freedom (dof). The first 3 dof axis are
* linear axis, which represent translation of rigidbodies, and the latter 3 dof
* axis represent the angular motion. Each axis can be either locked, free or
* limited. On construction of a new btGeneric6DofSpring2Constraint, all axis
* are locked. Afterwards the axis can be reconfigured. Note that several
* combinations that include free and/or limited angular degrees of freedom are
* undefined.
* <p>
* For each axis:<ul>
* <li>Lowerlimit = Upperlimit &rarr; axis is locked</li>
* <li>Lowerlimit &gt; Upperlimit &rarr; axis is free</li>
* <li>Lowerlimit &lt; Upperlimit &rarr; axis it limited in that range</li>
* </ul>
*
* @author normenhansen
*/
public class SixDofSpringJoint extends SixDofJoint {
@ -53,35 +63,84 @@ public class SixDofSpringJoint extends SixDofJoint {
final float springStiffness[] = new float[6];
final float springDamping[] = new float[6]; // between 0 and 1 (1 == no damping)
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public SixDofSpringJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a SixDofSpringJoint. To be effective, the joint must be added
* to a physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param rotA the local orientation of the connection to node A (not
* null, alias created)
* @param rotB the local orientation of the connection to node B (not
* null, alias created)
* @param useLinearReferenceFrameA true&rarr;use node A, false&rarr;use node
* B
*/
public SixDofSpringJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, Matrix3f rotA, Matrix3f rotB, boolean useLinearReferenceFrameA) {
super(nodeA, nodeB, pivotA, pivotB, rotA, rotB, useLinearReferenceFrameA);
}
/**
* Enable or disable the spring for the indexed degree of freedom.
*
* @param index which degree of freedom (&ge;0, &lt;6)
* @param onOff true &rarr; enable, false &rarr; disable
*/
public void enableSpring(int index, boolean onOff) {
enableSpring(objectId, index, onOff);
}
native void enableSpring(long objctId, int index, boolean onOff);
/**
* Alter the spring stiffness for the indexed degree of freedom.
*
* @param index which degree of freedom (&ge;0, &lt;6)
* @param stiffness the desired stiffness
*/
public void setStiffness(int index, float stiffness) {
setStiffness(objectId, index, stiffness);
}
native void setStiffness(long objctId, int index, float stiffness);
/**
* Alter the damping for the indexed degree of freedom.
*
* @param index which degree of freedom (&ge;0, &lt;6)
* @param damping the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped, default=1)
*/
public void setDamping(int index, float damping) {
setDamping(objectId, index, damping);
}
native void setDamping(long objctId, int index, float damping);
/**
* Alter the equilibrium points for all degrees of freedom, based on the
* current constraint position/orientation.
*/
public void setEquilibriumPoint() { // set the current constraint position/orientation as an equilibrium point for all DOF
setEquilibriumPoint(objectId);
}
native void setEquilibriumPoint(long objctId);
/**
* Alter the equilibrium point of the indexed degree of freedom, based on
* the current constraint position/orientation.
*
* @param index which degree of freedom (&ge;0, &lt;6)
*/
public void setEquilibriumPoint(int index){ // set the current constraint position/orientation as an equilibrium point for given DOF
setEquilibriumPoint(objectId, index);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -43,8 +43,12 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <i>From bullet manual:</i><br>
* The slider constraint allows the body to rotate around one axis and translate along this axis.
* A slider joint based on Bullet's btSliderConstraint.
* <p>
* <i>From the Bullet manual:</i><br>
* The slider constraint allows the body to rotate around one axis and translate
* along this axis.
*
* @author normenhansen
*/
public class SliderJoint extends PhysicsJoint {
@ -52,12 +56,29 @@ public class SliderJoint extends PhysicsJoint {
protected Matrix3f rotA, rotB;
protected boolean useLinearReferenceFrameA;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public SliderJoint() {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a SliderJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param rotA the local orientation of the connection to node A (not null, alias created)
* @param rotB the local orientation of the connection to node B (not null, alias created)
* @param useLinearReferenceFrameA true&rarr;use node A, false&rarr;use node
* B
*/
public SliderJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, Matrix3f rotA, Matrix3f rotB, boolean useLinearReferenceFrameA) {
super(nodeA, nodeB, pivotA, pivotB);
@ -68,8 +89,19 @@ public class SliderJoint extends PhysicsJoint {
}
/**
* @param pivotA local translation of the joint connection point in node A
* @param pivotB local translation of the joint connection point in node B
* Instantiate a SliderJoint. To be effective, the joint must be added to a
* physics space.
*
* @param nodeA the 1st body connected by the joint (not null, alias
* created)
* @param nodeB the 2nd body connected by the joint (not null, alias
* created)
* @param pivotA the local offset of the connection point in node A (not
* null, alias created)
* @param pivotB the local offset of the connection point in node B (not
* null, alias created)
* @param useLinearReferenceFrameA true&rarr;use node A, false&rarr;use node
* B
*/
public SliderJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, Vector3f pivotA, Vector3f pivotB, boolean useLinearReferenceFrameA) {
super(nodeA, nodeB, pivotA, pivotB);
@ -79,210 +111,399 @@ public class SliderJoint extends PhysicsJoint {
createJoint();
}
/**
* Read the joint's lower limit for on-axis translation.
*
* @return the lower limit
*/
public float getLowerLinLimit() {
return getLowerLinLimit(objectId);
}
private native float getLowerLinLimit(long objectId);
/**
* Alter the joint's lower limit for on-axis translation.
*
* @param lowerLinLimit the desired lower limit (default=-1)
*/
public void setLowerLinLimit(float lowerLinLimit) {
setLowerLinLimit(objectId, lowerLinLimit);
}
private native void setLowerLinLimit(long objectId, float value);
/**
* Read the joint's upper limit for on-axis translation.
*
* @return the upper limit
*/
public float getUpperLinLimit() {
return getUpperLinLimit(objectId);
}
private native float getUpperLinLimit(long objectId);
/**
* Alter the joint's upper limit for on-axis translation.
*
* @param upperLinLimit the desired upper limit (default=1)
*/
public void setUpperLinLimit(float upperLinLimit) {
setUpperLinLimit(objectId, upperLinLimit);
}
private native void setUpperLinLimit(long objectId, float value);
/**
* Read the joint's lower limit for on-axis rotation.
*
* @return the lower limit angle (in radians)
*/
public float getLowerAngLimit() {
return getLowerAngLimit(objectId);
}
private native float getLowerAngLimit(long objectId);
/**
* Alter the joint's lower limit for on-axis rotation.
*
* @param lowerAngLimit the desired lower limit angle (in radians,
* default=0)
*/
public void setLowerAngLimit(float lowerAngLimit) {
setLowerAngLimit(objectId, lowerAngLimit);
}
private native void setLowerAngLimit(long objectId, float value);
/**
* Read the joint's upper limit for on-axis rotation.
*
* @return the upper limit angle (in radians)
*/
public float getUpperAngLimit() {
return getUpperAngLimit(objectId);
}
private native float getUpperAngLimit(long objectId);
/**
* Alter the joint's upper limit for on-axis rotation.
*
* @param upperAngLimit the desired upper limit angle (in radians,
* default=0)
*/
public void setUpperAngLimit(float upperAngLimit) {
setUpperAngLimit(objectId, upperAngLimit);
}
private native void setUpperAngLimit(long objectId, float value);
/**
* Read the joint's softness for on-axis translation between the limits.
*
* @return the softness
*/
public float getSoftnessDirLin() {
return getSoftnessDirLin(objectId);
}
private native float getSoftnessDirLin(long objectId);
/**
* Alter the joint's softness for on-axis translation between the limits.
*
* @param softnessDirLin the desired softness (default=1)
*/
public void setSoftnessDirLin(float softnessDirLin) {
setSoftnessDirLin(objectId, softnessDirLin);
}
private native void setSoftnessDirLin(long objectId, float value);
/**
* Read the joint's restitution for on-axis translation between the limits.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionDirLin() {
return getRestitutionDirLin(objectId);
}
private native float getRestitutionDirLin(long objectId);
/**
* Alter the joint's restitution for on-axis translation between the limits.
*
* @param restitutionDirLin the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionDirLin(float restitutionDirLin) {
setRestitutionDirLin(objectId, restitutionDirLin);
}
private native void setRestitutionDirLin(long objectId, float value);
/**
* Read the joint's damping for on-axis translation between the limits.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingDirLin() {
return getDampingDirLin(objectId);
}
private native float getDampingDirLin(long objectId);
/**
* Alter the joint's damping for on-axis translation between the limits.
*
* @param dampingDirLin the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=0)
*/
public void setDampingDirLin(float dampingDirLin) {
setDampingDirLin(objectId, dampingDirLin);
}
private native void setDampingDirLin(long objectId, float value);
/**
* Read the joint's softness for on-axis rotation between the limits.
*
* @return the softness
*/
public float getSoftnessDirAng() {
return getSoftnessDirAng(objectId);
}
private native float getSoftnessDirAng(long objectId);
/**
* Alter the joint's softness for on-axis rotation between the limits.
*
* @param softnessDirAng the desired softness (default=1)
*/
public void setSoftnessDirAng(float softnessDirAng) {
setSoftnessDirAng(objectId, softnessDirAng);
}
private native void setSoftnessDirAng(long objectId, float value);
/**
* Read the joint's restitution for on-axis rotation between the limits.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionDirAng() {
return getRestitutionDirAng(objectId);
}
private native float getRestitutionDirAng(long objectId);
/**
* Alter the joint's restitution for on-axis rotation between the limits.
*
* @param restitutionDirAng the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionDirAng(float restitutionDirAng) {
setRestitutionDirAng(objectId, restitutionDirAng);
}
private native void setRestitutionDirAng(long objectId, float value);
/**
* Read the joint's damping for on-axis rotation between the limits.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingDirAng() {
return getDampingDirAng(objectId);
}
private native float getDampingDirAng(long objectId);
/**
* Alter the joint's damping for on-axis rotation between the limits.
*
* @param dampingDirAng the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=0)
*/
public void setDampingDirAng(float dampingDirAng) {
setDampingDirAng(objectId, dampingDirAng);
}
private native void setDampingDirAng(long objectId, float value);
/**
* Read the joint's softness for on-axis translation hitting the limits.
*
* @return the softness
*/
public float getSoftnessLimLin() {
return getSoftnessLimLin(objectId);
}
private native float getSoftnessLimLin(long objectId);
/**
* Alter the joint's softness for on-axis translation hitting the limits.
*
* @param softnessLimLin the desired softness (default=1)
*/
public void setSoftnessLimLin(float softnessLimLin) {
setSoftnessLimLin(objectId, softnessLimLin);
}
private native void setSoftnessLimLin(long objectId, float value);
/**
* Read the joint's restitution for on-axis translation hitting the limits.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionLimLin() {
return getRestitutionLimLin(objectId);
}
private native float getRestitutionLimLin(long objectId);
/**
* Alter the joint's restitution for on-axis translation hitting the limits.
*
* @param restitutionLimLin the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionLimLin(float restitutionLimLin) {
setRestitutionLimLin(objectId, restitutionLimLin);
}
private native void setRestitutionLimLin(long objectId, float value);
/**
* Read the joint's damping for on-axis translation hitting the limits.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingLimLin() {
return getDampingLimLin(objectId);
}
private native float getDampingLimLin(long objectId);
/**
* Alter the joint's damping for on-axis translation hitting the limits.
*
* @param dampingLimLin the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=1)
*/
public void setDampingLimLin(float dampingLimLin) {
setDampingLimLin(objectId, dampingLimLin);
}
private native void setDampingLimLin(long objectId, float value);
/**
* Read the joint's softness for on-axis rotation hitting the limits.
*
* @return the softness
*/
public float getSoftnessLimAng() {
return getSoftnessLimAng(objectId);
}
private native float getSoftnessLimAng(long objectId);
/**
* Alter the joint's softness for on-axis rotation hitting the limits.
*
* @param softnessLimAng the desired softness (default=1)
*/
public void setSoftnessLimAng(float softnessLimAng) {
setSoftnessLimAng(objectId, softnessLimAng);
}
private native void setSoftnessLimAng(long objectId, float value);
/**
* Read the joint's restitution for on-axis rotation hitting the limits.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionLimAng() {
return getRestitutionLimAng(objectId);
}
private native float getRestitutionLimAng(long objectId);
/**
* Alter the joint's restitution for on-axis rotation hitting the limits.
*
* @param restitutionLimAng the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionLimAng(float restitutionLimAng) {
setRestitutionLimAng(objectId, restitutionLimAng);
}
private native void setRestitutionLimAng(long objectId, float value);
/**
* Read the joint's damping for on-axis rotation hitting the limits.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingLimAng() {
return getDampingLimAng(objectId);
}
private native float getDampingLimAng(long objectId);
/**
* Alter the joint's damping for on-axis rotation hitting the limits.
*
* @param dampingLimAng the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=1)
*/
public void setDampingLimAng(float dampingLimAng) {
setDampingLimAng(objectId, dampingLimAng);
}
private native void setDampingLimAng(long objectId, float value);
/**
* Read the joint's softness for off-axis translation.
*
* @return the softness
*/
public float getSoftnessOrthoLin() {
return getSoftnessOrthoLin(objectId);
}
private native float getSoftnessOrthoLin(long objectId);
/**
* Alter the joint's softness for off-axis translation.
*
* @param softnessOrthoLin the desired softness (default=1)
*/
public void setSoftnessOrthoLin(float softnessOrthoLin) {
setSoftnessOrthoLin(objectId, softnessOrthoLin);
}
private native void setSoftnessOrthoLin(long objectId, float value);
/**
* Read the joint's restitution for off-axis translation.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionOrthoLin() {
return getRestitutionOrthoLin(objectId);
}
@ -292,7 +513,8 @@ public class SliderJoint extends PhysicsJoint {
/**
* Alter the joint's restitution for off-axis translation.
*
* @param restitutionOrthoLin the desired restitution (default=0.7)
* @param restitutionOrthoLin the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionOrthoLin(float restitutionOrthoLin) {
setRestitutionOrthoLin(objectId, restitutionOrthoLin);
@ -300,126 +522,240 @@ public class SliderJoint extends PhysicsJoint {
private native void setRestitutionOrthoLin(long objectId, float value);
/**
* Read the joint's damping for off-axis translation.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingOrthoLin() {
return getDampingOrthoLin(objectId);
}
private native float getDampingOrthoLin(long objectId);
/**
* Alter the joint's damping for off-axis translation.
*
* @param dampingOrthoLin the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=1)
*/
public void setDampingOrthoLin(float dampingOrthoLin) {
setDampingOrthoLin(objectId, dampingOrthoLin);
}
private native void setDampingOrthoLin(long objectId, float value);
/**
* Read the joint's softness for off-axis rotation.
*
* @return the softness
*/
public float getSoftnessOrthoAng() {
return getSoftnessOrthoAng(objectId);
}
private native float getSoftnessOrthoAng(long objectId);
/**
* Alter the joint's softness for off-axis rotation.
*
* @param softnessOrthoAng the desired softness (default=1)
*/
public void setSoftnessOrthoAng(float softnessOrthoAng) {
setSoftnessOrthoAng(objectId, softnessOrthoAng);
}
private native void setSoftnessOrthoAng(long objectId, float value);
/**
* Read the joint's restitution for off-axis rotation.
*
* @return the restitution (bounce) factor
*/
public float getRestitutionOrthoAng() {
return getRestitutionOrthoAng(objectId);
}
private native float getRestitutionOrthoAng(long objectId);
/**
* Alter the joint's restitution for off-axis rotation.
*
* @param restitutionOrthoAng the desired restitution (bounce) factor
* (default=0.7)
*/
public void setRestitutionOrthoAng(float restitutionOrthoAng) {
setRestitutionOrthoAng(objectId, restitutionOrthoAng);
}
private native void setRestitutionOrthoAng(long objectId, float value);
/**
* Read the joint's damping for off-axis rotation.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDampingOrthoAng() {
return getDampingOrthoAng(objectId);
}
private native float getDampingOrthoAng(long objectId);
/**
* Alter the joint's damping for off-axis rotation.
*
* @param dampingOrthoAng the desired viscous damping ratio (0&rarr;no
* damping, 1&rarr;critically damped, default=1)
*/
public void setDampingOrthoAng(float dampingOrthoAng) {
setDampingOrthoAng(objectId, dampingOrthoAng);
}
private native void setDampingOrthoAng(long objectId, float value);
/**
* Test whether the translation motor is powered.
*
* @return true if powered, otherwise false
*/
public boolean isPoweredLinMotor() {
return isPoweredLinMotor(objectId);
}
private native boolean isPoweredLinMotor(long objectId);
/**
* Alter whether the translation motor is powered.
*
* @param poweredLinMotor true to power the motor, false to de-power it
* (default=false)
*/
public void setPoweredLinMotor(boolean poweredLinMotor) {
setPoweredLinMotor(objectId, poweredLinMotor);
}
private native void setPoweredLinMotor(long objectId, boolean value);
/**
* Read the velocity target of the translation motor.
*
* @return the velocity target
*/
public float getTargetLinMotorVelocity() {
return getTargetLinMotorVelocity(objectId);
}
private native float getTargetLinMotorVelocity(long objectId);
/**
* Alter the velocity target of the translation motor.
*
* @param targetLinMotorVelocity the desired velocity target (default=0)
*/
public void setTargetLinMotorVelocity(float targetLinMotorVelocity) {
setTargetLinMotorVelocity(objectId, targetLinMotorVelocity);
}
private native void setTargetLinMotorVelocity(long objectId, float value);
/**
* Read the maximum force of the translation motor.
*
* @return the maximum force
*/
public float getMaxLinMotorForce() {
return getMaxLinMotorForce(objectId);
}
private native float getMaxLinMotorForce(long objectId);
/**
* Alter the maximum force of the translation motor.
*
* @param maxLinMotorForce the desired maximum force (default=0)
*/
public void setMaxLinMotorForce(float maxLinMotorForce) {
setMaxLinMotorForce(objectId, maxLinMotorForce);
}
private native void setMaxLinMotorForce(long objectId, float value);
/**
* Test whether the rotation motor is powered.
*
* @return true if powered, otherwise false
*/
public boolean isPoweredAngMotor() {
return isPoweredAngMotor(objectId);
}
private native boolean isPoweredAngMotor(long objectId);
/**
* Alter whether the rotation motor is powered.
*
* @param poweredAngMotor true to power the motor, false to de-power it
* (default=false)
*/
public void setPoweredAngMotor(boolean poweredAngMotor) {
setPoweredAngMotor(objectId, poweredAngMotor);
}
private native void setPoweredAngMotor(long objectId, boolean value);
/**
* Read the velocity target of the rotation motor.
*
* @return the velocity target (in radians per second)
*/
public float getTargetAngMotorVelocity() {
return getTargetAngMotorVelocity(objectId);
}
private native float getTargetAngMotorVelocity(long objectId);
/**
* Alter the velocity target of the rotation motor.
*
* @param targetAngMotorVelocity the desired velocity target (in radians per
* second, default=0)
*/
public void setTargetAngMotorVelocity(float targetAngMotorVelocity) {
setTargetAngMotorVelocity(objectId, targetAngMotorVelocity);
}
private native void setTargetAngMotorVelocity(long objectId, float value);
/**
* Read the maximum force of the rotation motor.
*
* @return the maximum force
*/
public float getMaxAngMotorForce() {
return getMaxAngMotorForce(objectId);
}
private native float getMaxAngMotorForce(long objectId);
/**
* Alter the maximum force of the rotation motor.
*
* @param maxAngMotorForce the desired maximum force (default=0)
*/
public void setMaxAngMotorForce(float maxAngMotorForce) {
setMaxAngMotorForce(objectId, maxAngMotorForce);
}
private native void setMaxAngMotorForce(long objectId, float value);
/**
* Serialize this joint, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
@ -460,6 +796,12 @@ public class SliderJoint extends PhysicsJoint {
capsule.write(useLinearReferenceFrameA, "useLinearReferenceFrameA", false);
}
/**
* De-serialize this joint, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
@ -533,6 +875,9 @@ public class SliderJoint extends PhysicsJoint {
setUpperLinLimit(upperLinLimit);
}
/**
* Instantiate the configured constraint in Bullet.
*/
protected void createJoint() {
objectId = createJoint(nodeA.getObjectId(), nodeB.getObjectId(), pivotA, rotA, pivotB, rotB, useLinearReferenceFrameA);
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Joint {0}", Long.toHexString(objectId));

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -32,135 +32,253 @@
package com.jme3.bullet.joints.motors;
/**
* A motor based on Bullet's btRotationalLimitMotor. Motors are used to drive
* joints.
*
* @author normenhansen
*/
public class RotationalLimitMotor {
/**
* Unique identifier of the btRotationalLimitMotor. The constructor sets
* this to a non-zero value.
*/
private long motorId = 0;
/**
* Instantiate a motor for the identified btRotationalLimitMotor.
*
* @param motor the unique identifier (not zero)
*/
public RotationalLimitMotor(long motor) {
this.motorId = motor;
}
/**
* Read the id of the btRotationalLimitMotor.
*
* @return the identifier of the btRotationalLimitMotor (not zero)
*/
public long getMotor() {
return motorId;
}
/**
* Read this motor's constraint lower limit.
*
* @return the limit value
*/
public float getLoLimit() {
return getLoLimit(motorId);
}
private native float getLoLimit(long motorId);
/**
* Alter this motor's constraint lower limit.
*
* @param loLimit the desired limit value
*/
public void setLoLimit(float loLimit) {
setLoLimit(motorId, loLimit);
}
private native void setLoLimit(long motorId, float loLimit);
/**
* Read this motor's constraint upper limit.
*
* @return the limit value
*/
public float getHiLimit() {
return getHiLimit(motorId);
}
private native float getHiLimit(long motorId);
/**
* Alter this motor's constraint upper limit.
*
* @param hiLimit the desired limit value
*/
public void setHiLimit(float hiLimit) {
setHiLimit(motorId, hiLimit);
}
private native void setHiLimit(long motorId, float hiLimit);
/**
* Read this motor's target velocity.
*
* @return the target velocity (in radians per second)
*/
public float getTargetVelocity() {
return getTargetVelocity(motorId);
}
private native float getTargetVelocity(long motorId);
/**
* Alter this motor's target velocity.
*
* @param targetVelocity the desired target velocity (in radians per second)
*/
public void setTargetVelocity(float targetVelocity) {
setTargetVelocity(motorId, targetVelocity);
}
private native void setTargetVelocity(long motorId, float targetVelocity);
/**
* Read this motor's maximum force.
*
* @return the maximum force
*/
public float getMaxMotorForce() {
return getMaxMotorForce(motorId);
}
private native float getMaxMotorForce(long motorId);
/**
* Alter this motor's maximum force.
*
* @param maxMotorForce the desired maximum force on the motor
*/
public void setMaxMotorForce(float maxMotorForce) {
setMaxMotorForce(motorId, maxMotorForce);
}
private native void setMaxMotorForce(long motorId, float maxMotorForce);
/**
* Read the limit's maximum force.
*
* @return the maximum force on the limit
*/
public float getMaxLimitForce() {
return getMaxLimitForce(motorId);
}
private native float getMaxLimitForce(long motorId);
/**
* Alter the limit's maximum force.
*
* @param maxLimitForce the desired maximum force on the limit
*/
public void setMaxLimitForce(float maxLimitForce) {
setMaxLimitForce(motorId, maxLimitForce);
}
private native void setMaxLimitForce(long motorId, float maxLimitForce);
/**
* Read this motor's damping.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDamping() {
return getDamping(motorId);
}
private native float getDamping(long motorId);
/**
* Alter this motor's damping.
*
* @param damping the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped, default=1)
*/
public void setDamping(float damping) {
setDamping(motorId, damping);
}
private native void setDamping(long motorId, float damping);
/**
* Read this motor's limit softness.
*
* @return the limit softness
*/
public float getLimitSoftness() {
return getLimitSoftness(motorId);
}
private native float getLimitSoftness(long motorId);
/**
* Alter this motor's limit softness.
*
* @param limitSoftness the desired limit softness
*/
public void setLimitSoftness(float limitSoftness) {
setLimitSoftness(motorId, limitSoftness);
}
private native void setLimitSoftness(long motorId, float limitSoftness);
/**
* Read this motor's error tolerance at limits.
*
* @return the error tolerance (&gt;0)
*/
public float getERP() {
return getERP(motorId);
}
private native float getERP(long motorId);
/**
* Alter this motor's error tolerance at limits.
*
* @param ERP the desired error tolerance (&gt;0)
*/
public void setERP(float ERP) {
setERP(motorId, ERP);
}
private native void setERP(long motorId, float ERP);
/**
* Read this motor's bounce.
*
* @return the bounce (restitution factor)
*/
public float getBounce() {
return getBounce(motorId);
}
private native float getBounce(long motorId);
/**
* Alter this motor's bounce.
*
* @param bounce the desired bounce (restitution factor)
*/
public void setBounce(float bounce) {
setBounce(motorId, bounce);
}
private native void setBounce(long motorId, float limitSoftness);
/**
* Test whether this motor is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnableMotor() {
return isEnableMotor(motorId);
}
private native boolean isEnableMotor(long motorId);
/**
* Enable or disable this motor.
*
* @param enableMotor true&rarr;enable, false&rarr;disable
*/
public void setEnableMotor(boolean enableMotor) {
setEnableMotor(motorId, enableMotor);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -34,21 +34,42 @@ package com.jme3.bullet.joints.motors;
import com.jme3.math.Vector3f;
/**
* A motor based on Bullet's btTranslationalLimitMotor. Motors are used to drive
* joints.
*
* @author normenhansen
*/
public class TranslationalLimitMotor {
/**
* Unique identifier of the btTranslationalLimitMotor. The constructor sets
* this to a non-zero value. After that, the id never changes.
*/
private long motorId = 0;
/**
* Instantiate a motor for the identified btTranslationalLimitMotor.
*
* @param motor the unique identifier (not zero)
*/
public TranslationalLimitMotor(long motor) {
this.motorId = motor;
}
/**
* Read the id of the btTranslationalLimitMotor.
*
* @return the unique identifier (not zero)
*/
public long getMotor() {
return motorId;
}
/**
* Copy this motor's constraint lower limits.
*
* @return a new vector (not null)
*/
public Vector3f getLowerLimit() {
Vector3f vec = new Vector3f();
getLowerLimit(motorId, vec);
@ -57,12 +78,22 @@ public class TranslationalLimitMotor {
private native void getLowerLimit(long motorId, Vector3f vector);
/**
* Alter the constraint lower limits.
*
* @param lowerLimit (unaffected, not null)
*/
public void setLowerLimit(Vector3f lowerLimit) {
setLowerLimit(motorId, lowerLimit);
}
private native void setLowerLimit(long motorId, Vector3f vector);
/**
* Copy this motor's constraint upper limits.
*
* @return a new vector (not null)
*/
public Vector3f getUpperLimit() {
Vector3f vec = new Vector3f();
getUpperLimit(motorId, vec);
@ -71,12 +102,22 @@ public class TranslationalLimitMotor {
private native void getUpperLimit(long motorId, Vector3f vector);
/**
* Alter the constraint upper limits.
*
* @param upperLimit (unaffected, not null)
*/
public void setUpperLimit(Vector3f upperLimit) {
setUpperLimit(motorId, upperLimit);
}
private native void setUpperLimit(long motorId, Vector3f vector);
/**
* Copy the accumulated impulse.
*
* @return a new vector (not null)
*/
public Vector3f getAccumulatedImpulse() {
Vector3f vec = new Vector3f();
getAccumulatedImpulse(motorId, vec);
@ -85,42 +126,79 @@ public class TranslationalLimitMotor {
private native void getAccumulatedImpulse(long motorId, Vector3f vector);
/**
* Alter the accumulated impulse.
*
* @param accumulatedImpulse the desired vector (not null, unaffected)
*/
public void setAccumulatedImpulse(Vector3f accumulatedImpulse) {
setAccumulatedImpulse(motorId, accumulatedImpulse);
}
private native void setAccumulatedImpulse(long motorId, Vector3f vector);
/**
* Read this motor's limit softness.
*
* @return the softness
*/
public float getLimitSoftness() {
return getLimitSoftness(motorId);
}
private native float getLimitSoftness(long motorId);
/**
* Alter the limit softness.
*
* @param limitSoftness the desired limit softness (default=0.5)
*/
public void setLimitSoftness(float limitSoftness) {
setLimitSoftness(motorId, limitSoftness);
}
private native void setLimitSoftness(long motorId, float limitSoftness);
/**
* Read this motor's damping.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getDamping() {
return getDamping(motorId);
}
private native float getDamping(long motorId);
/**
* Alter this motor's damping.
*
* @param damping the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped, default=1)
*/
public void setDamping(float damping) {
setDamping(motorId, damping);
}
private native void setDamping(long motorId, float damping);
/**
* Read this motor's restitution.
*
* @return the restitution (bounce) factor
*/
public float getRestitution() {
return getRestitution(motorId);
}
private native float getRestitution(long motorId);
/**
* Alter this motor's restitution.
*
* @param restitution the desired restitution (bounce) factor
*/
public void setRestitution(float restitution) {
setRestitution(motorId, restitution);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -44,11 +44,19 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Basic Bullet Character
* A collision object for simplified character simulation, based on Bullet's
* btKinematicCharacterController.
*
* @author normenhansen
*/
public class PhysicsCharacter extends PhysicsCollisionObject {
/**
* Unique identifier of btKinematicCharacterController (as opposed to its
* collision object, which is a ghost). Constructors are responsible for
* setting this to a non-zero value. The id might change if the character
* gets rebuilt.
*/
protected long characterId = 0;
protected float stepHeight;
protected Vector3f walkDirection = new Vector3f();
@ -59,12 +67,19 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
//TEMP VARIABLES
protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PhysicsCharacter() {
}
/**
* @param shape The CollisionShape (no Mesh or CompoundCollisionShapes)
* @param stepHeight The quantization size for vertical movement
* Instantiate a character with the specified collision shape and step
* height.
*
* @param shape the desired shape (not null, alias created)
* @param stepHeight the quantization size for vertical movement
*/
public PhysicsCharacter(CollisionShape shape, float stepHeight) {
this.collisionShape = shape;
@ -75,6 +90,9 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
buildObject();
}
/**
* Create the configured character in Bullet.
*/
protected void buildObject() {
if (objectId == 0) {
objectId = createGhostObject();
@ -98,8 +116,9 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native long createCharacterObject(long objectId, long shapeId, float stepHeight);
/**
* Sets the location of this physics character
* @param location
* Directly alter the location of this character's center of mass.
*
* @param location the desired physics location (not null, unaffected)
*/
public void warp(Vector3f location) {
warp(characterId, location);
@ -108,11 +127,11 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void warp(long characterId, Vector3f location);
/**
* Set the walk direction, works continuously.
* This should probably be called setPositionIncrementPerSimulatorStep.
* This is neither a direction nor a velocity, but the amount to
* increment the position each physics tick. So vector length = accuracy*speed in m/s
* @param vec the walk direction to set
* Alter the walk offset. The offset will continue to be applied until
* altered again.
*
* @param vec the desired position increment for each physics tick (not
* null, unaffected)
*/
public void setWalkDirection(Vector3f vec) {
walkDirection.set(vec);
@ -122,7 +141,9 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setWalkDirection(long characterId, Vector3f vec);
/**
* @return the currently set walkDirection
* Access the walk offset.
*
* @return the pre-existing instance
*/
public Vector3f getWalkDirection() {
return walkDirection;
@ -130,6 +151,7 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
/**
* @deprecated Deprecated in bullet 2.86.1 use setUp(Vector3f) instead
* @param axis which axis: 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
@Deprecated
public void setUpAxis(int axis) {
@ -147,6 +169,11 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
}
}
/**
* Alter this character's "up" direction.
*
* @param axis the desired direction (not null, not zero, unaffected)
*/
public void setUp(Vector3f axis) {
setUp(characterId, axis);
}
@ -154,6 +181,11 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setUp(long characterId, Vector3f axis);
/**
* Alter this character's angular velocity.
*
* @param v the desired angular velocity vector (not null, unaffected)
*/
public void setAngularVelocity(Vector3f v){
setAngularVelocity(characterId,v);
@ -161,7 +193,13 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setAngularVelocity(long characterId, Vector3f v);
/**
* Copy this character's angular velocity.
*
* @param out storage for the result (modified if not null)
* @return the velocity vector (either the provided storage or a new vector,
* not null)
*/
public Vector3f getAngularVelocity(Vector3f out){
if(out==null)out=new Vector3f();
getAngularVelocity(characterId,out);
@ -171,13 +209,23 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void getAngularVelocity(long characterId, Vector3f out);
/**
* Alter the linear velocity of this character's center of mass.
*
* @param v the desired velocity vector (not null)
*/
public void setLinearVelocity(Vector3f v){
setLinearVelocity(characterId,v);
}
private native void setLinearVelocity(long characterId, Vector3f v);
/**
* Copy the linear velocity of this character's center of mass.
*
* @param out storage for the result (modified if not null)
* @return a vector (either the provided storage or a new vector, not null)
*/
public Vector3f getLinearVelocity(Vector3f out){
if(out==null)out=new Vector3f();
getLinearVelocity(characterId,out);
@ -187,10 +235,20 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void getLinearVelocity(long characterId, Vector3f out);
/**
* Read the index of the "up" axis.
*
* @return which axis: 0&rarr;X, 1&rarr;Y, 2&rarr;Z
*/
public int getUpAxis() {
return upAxis;
}
/**
* Alter this character's fall speed.
*
* @param fallSpeed the desired speed (default=55)
*/
public void setFallSpeed(float fallSpeed) {
this.fallSpeed = fallSpeed;
setFallSpeed(characterId, fallSpeed);
@ -198,10 +256,20 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setFallSpeed(long characterId, float fallSpeed);
/**
* Read this character's fall speed.
*
* @return speed
*/
public float getFallSpeed() {
return fallSpeed;
}
/**
* Alter this character's jump speed.
*
* @param jumpSpeed the desired speed (default=10)
*/
public void setJumpSpeed(float jumpSpeed) {
this.jumpSpeed = jumpSpeed;
setJumpSpeed(characterId, jumpSpeed);
@ -209,18 +277,30 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setJumpSpeed(long characterId, float jumpSpeed);
/**
* Read this character's jump speed.
*
* @return speed
*/
public float getJumpSpeed() {
return jumpSpeed;
}
/**
* @deprecated Deprecated in bullet 2.86.1. Use setGravity(Vector3f) instead.
* @param value the desired upward component of the acceleration (typically
* negative)
*/
@Deprecated
public void setGravity(float value) {
setGravity(new Vector3f(0,value,0));
}
/**
* Alter this character's gravitational acceleration.
*
* @param value the desired acceleration vector (not null, unaffected)
*/
public void setGravity(Vector3f value) {
setGravity(characterId, value);
}
@ -229,12 +309,20 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
/**
* @deprecated Deprecated in bullet 2.86.1. Use getGravity(Vector3f) instead.
* @return the upward component of the acceleration (typically negative)
*/
@Deprecated
public float getGravity() {
return getGravity(null).y;
}
/**
* Copy this character's gravitational acceleration.
*
* @param out storage for the result (modified if not null)
* @return the acceleration vector (either the provided storage or a new
* vector, not null)
*/
public Vector3f getGravity(Vector3f out) {
if(out==null)out=new Vector3f();
getGravity(characterId,out);
@ -244,12 +332,24 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void getGravity(long characterId,Vector3f out);
/**
* Read this character's linear damping.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getLinearDamping(){
return getLinearDamping(characterId);
}
private native float getLinearDamping(long characterId);
/**
* Alter this character's linear damping.
*
* @param v the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped)
*/
public void setLinearDamping(float v ){
setLinearDamping(characterId,v );
@ -258,13 +358,24 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setLinearDamping(long characterId,float v);
/**
* Read this character's angular damping.
*
* @return the viscous damping ratio (0&rarr;no damping, 1&rarr;critically
* damped)
*/
public float getAngularDamping(){
return getAngularDamping(characterId);
}
private native float getAngularDamping(long characterId);
/**
* Alter this character's angular damping.
*
* @param v the desired viscous damping ratio (0&rarr;no damping,
* 1&rarr;critically damped, default=0)
*/
public void setAngularDamping(float v ){
setAngularDamping(characterId,v );
}
@ -272,13 +383,22 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setAngularDamping(long characterId,float v);
/**
* Read this character's step height.
*
* @return the height (in physics-space units)
*/
public float getStepHeight(){
return getStepHeight(characterId);
}
private native float getStepHeight(long characterId);
/**
* Alter this character's step height.
*
* @param v the desired height (in physics-space units)
*/
public void setStepHeight(float v ){
setStepHeight(characterId,v );
}
@ -286,13 +406,22 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void setStepHeight(long characterId,float v);
/**
* Read this character's maximum penetration depth.
*
* @return the depth (in physics-space units)
*/
public float getMaxPenetrationDepth(){
return getMaxPenetrationDepth(characterId);
}
private native float getMaxPenetrationDepth(long characterId);
/**
* Alter this character's maximum penetration depth.
*
* @param v the desired depth (in physics-space units)
*/
public void setMaxPenetrationDepth(float v ){
setMaxPenetrationDepth(characterId,v );
}
@ -303,18 +432,33 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
/**
* Alter this character's maximum slope angle.
*
* @param slopeRadians the desired angle (in radians)
*/
public void setMaxSlope(float slopeRadians) {
setMaxSlope(characterId, slopeRadians);
}
private native void setMaxSlope(long characterId, float slopeRadians);
/**
* Read this character's maximum slope angle.
*
* @return the angle (in radians)
*/
public float getMaxSlope() {
return getMaxSlope(characterId);
}
private native float getMaxSlope(long characterId);
/**
* Test whether this character is on the ground.
*
* @return true if on the ground, otherwise false
*/
public boolean onGround() {
return onGround(characterId);
}
@ -330,12 +474,24 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
}
/**
* Jump in the specified direction.
*
* @param dir desired jump direction (not null, unaffected)
*/
public void jump(Vector3f dir) {
jump(characterId,dir);
}
private native void jump(long characterId,Vector3f v);
/**
* Apply the specified CollisionShape to this character. Note that the
* character should not be in any physics space while changing shape; the
* character gets rebuilt on the physics side.
*
* @param collisionShape the shape to apply (not null, alias created)
*/
@Override
public void setCollisionShape(CollisionShape collisionShape) {
// if (!(collisionShape.getObjectId() instanceof ConvexShape)) {
@ -350,15 +506,21 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
}
/**
* Set the physics location (same as warp())
* @param location the location of the actual physics object
* Directly alter this character's location. (Same as
* {@link #warp(com.jme3.math.Vector3f)}).)
*
* @param location the desired location (not null, unaffected)
*/
public void setPhysicsLocation(Vector3f location) {
warp(location);
}
/**
* @return the physicsLocation
* Copy the location of this character's center of mass.
*
* @param trans storage for the result (modified if not null)
* @return the location vector (either the provided storage or a new vector,
* not null)
*/
public Vector3f getPhysicsLocation(Vector3f trans) {
if (trans == null) {
@ -371,36 +533,72 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
private native void getPhysicsLocation(long objectId, Vector3f vec);
/**
* @return the physicsLocation
* Copy the location of this character's center of mass.
*
* @return a new location vector (not null)
*/
public Vector3f getPhysicsLocation() {
return getPhysicsLocation(null);
}
/**
* Alter this character's continuous collision detection (CCD) swept sphere
* radius.
*
* @param radius (&ge;0, default=0)
*/
public void setCcdSweptSphereRadius(float radius) {
setCcdSweptSphereRadius(objectId, radius);
}
private native void setCcdSweptSphereRadius(long objectId, float radius);
/**
* Alter the amount of motion required to activate continuous collision
* detection (CCD).
* <p>
* This addresses the issue of fast objects passing through other objects
* with no collision detected.
*
* @param threshold the desired threshold velocity (&gt;0) or zero to
* disable CCD (default=0)
*/
public void setCcdMotionThreshold(float threshold) {
setCcdMotionThreshold(objectId, threshold);
}
private native void setCcdMotionThreshold(long objectId, float threshold);
/**
* Read the radius of the sphere used for continuous collision detection
* (CCD).
*
* @return radius (&ge;0)
*/
public float getCcdSweptSphereRadius() {
return getCcdSweptSphereRadius(objectId);
}
private native float getCcdSweptSphereRadius(long objectId);
/**
* Calculate this character's continuous collision detection (CCD) motion
* threshold.
*
* @return the threshold velocity (&ge;0)
*/
public float getCcdMotionThreshold() {
return getCcdMotionThreshold(objectId);
}
private native float getCcdMotionThreshold(long objectId);
/**
* Calculate the square of this character's continuous collision detection
* (CCD) motion threshold.
*
* @return the threshold velocity squared (&ge;0)
*/
public float getCcdSquareMotionThreshold() {
return getCcdSquareMotionThreshold(objectId);
}
@ -409,14 +607,25 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
/**
* used internally
*
* @return the Bullet id
*/
public long getControllerId() {
return characterId;
}
/**
* Has no effect.
*/
public void destroy() {
}
/**
* Serialize this character, for example when saving to a J3O file.
*
* @param e exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
@ -432,6 +641,13 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
capsule.write(getPhysicsLocation(new Vector3f()), "physicsLocation", new Vector3f());
}
/**
* De-serialize this character from the specified importer, for example when
* loading from a J3O file.
*
* @param e importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
@ -448,6 +664,12 @@ public class PhysicsCharacter extends PhysicsCollisionObject {
setPhysicsLocation((Vector3f) capsule.readSavable("physicsLocation", new Vector3f()));
}
/**
* Finalize this physics character just before it is destroyed. Should be
* invoked only by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -48,11 +48,14 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A collision object for intangibles, based on Bullet's
* btPairCachingGhostObject. This is useful for creating a character controller,
* collision sensors/triggers, explosions etc.
* <p>
* <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>
* btGhostObject is a special btCollisionObject, useful for fast localized
* collision queries.
*
* @author normenhansen
*/
public class PhysicsGhostObject extends PhysicsCollisionObject {
@ -61,9 +64,18 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
private List<PhysicsCollisionObject> overlappingObjects = new LinkedList<PhysicsCollisionObject>();
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PhysicsGhostObject() {
}
/**
* Instantiate an object with the specified collision shape.
*
* @param shape the desired shape (not null, alias created)
*/
public PhysicsGhostObject(CollisionShape shape) {
collisionShape = shape;
buildObject();
@ -74,6 +86,9 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
buildObject();
}
/**
* Create the configured object in Bullet.
*/
protected void buildObject() {
if (objectId == 0) {
// gObject = new PairCachingGhostObject();
@ -93,6 +108,13 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void setGhostFlags(long objectId);
/**
* Apply the specified CollisionShape to this object. Note that the object
* should not be in any physics space while changing shape; the object gets
* rebuilt on the physics side.
*
* @param collisionShape the shape to apply (not null, alias created)
*/
@Override
public void setCollisionShape(CollisionShape collisionShape) {
super.setCollisionShape(collisionShape);
@ -104,8 +126,9 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
}
/**
* Sets the physics object location
* @param location the location of the actual physics object
* Directly alter the location of this object's center.
*
* @param location the desired location (not null, unaffected)
*/
public void setPhysicsLocation(Vector3f location) {
setPhysicsLocation(objectId, location);
@ -114,8 +137,10 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void setPhysicsLocation(long objectId, Vector3f location);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
* Directly alter this object's orientation.
*
* @param rotation the desired orientation (rotation matrix, not null,
* unaffected)
*/
public void setPhysicsRotation(Matrix3f rotation) {
setPhysicsRotation(objectId, rotation);
@ -124,8 +149,10 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void setPhysicsRotation(long objectId, Matrix3f rotation);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
* Directly alter this object's orientation.
*
* @param rotation the desired orientation (quaternion, not null,
* unaffected)
*/
public void setPhysicsRotation(Quaternion rotation) {
setPhysicsRotation(objectId, rotation);
@ -134,7 +161,11 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void setPhysicsRotation(long objectId, Quaternion rotation);
/**
* @return the physicsLocation
* Copy the location of this object's center.
*
* @param trans storage for the result (modified if not null)
* @return the physics location (either the provided storage or a new
* vector, not null)
*/
public Vector3f getPhysicsLocation(Vector3f trans) {
if (trans == null) {
@ -147,7 +178,11 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void getPhysicsLocation(long objectId, Vector3f vector);
/**
* @return the physicsLocation
* Copy this object's orientation to a quaternion.
*
* @param rot storage for the result (modified if not null)
* @return the physics orientation (either the provided storage or a new
* quaternion, not null)
*/
public Quaternion getPhysicsRotation(Quaternion rot) {
if (rot == null) {
@ -160,7 +195,11 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void getPhysicsRotation(long objectId, Quaternion rot);
/**
* @return the physicsLocation
* Copy this object's orientation to a matrix.
*
* @param rot storage for the result (modified if not null)
* @return the orientation (either the provided storage or a new matrix, not
* null)
*/
public Matrix3f getPhysicsRotationMatrix(Matrix3f rot) {
if (rot == null) {
@ -173,7 +212,9 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native void getPhysicsRotationMatrix(long objectId, Matrix3f rot);
/**
* @return the physicsLocation
* Copy the location of this object's center.
*
* @return a new location vector (not null)
*/
public Vector3f getPhysicsLocation() {
Vector3f vec = new Vector3f();
@ -182,7 +223,9 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
}
/**
* @return the physicsLocation
* Copy this object's orientation to a quaternion.
*
* @return a new quaternion (not null)
*/
public Quaternion getPhysicsRotation() {
Quaternion quat = new Quaternion();
@ -190,6 +233,11 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
return quat;
}
/**
* Copy this object's orientation to a matrix.
*
* @return a new matrix (not null)
*/
public Matrix3f getPhysicsRotationMatrix() {
Matrix3f mtx = new Matrix3f();
getPhysicsRotationMatrix(objectId, mtx);
@ -203,16 +251,18 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
// return gObject;
// }
/**
* destroys this PhysicsGhostNode and removes it from memory
* Has no effect.
*/
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.
* Access a list of overlapping objects.
* <p>
* Another object overlaps with this one if and if only their
* CollisionShapes overlap.
*
* @return an internal list which may get reused (not null)
*/
public List<PhysicsCollisionObject> getOverlappingObjects() {
overlappingObjects.clear();
@ -225,13 +275,19 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
protected native void getOverlappingObjects(long objectId);
/**
* This method is invoked from native code.
*
* @param co the collision object to add
*/
private void addOverlappingObject_native(PhysicsCollisionObject co) {
overlappingObjects.add(co);
}
/**
* Count how many CollisionObjects this object overlaps.
*
* @return With how many other CollisionObjects this GhostNode is currently overlapping.
* @return count (&ge;0)
*/
public int getOverlappingCount() {
return getOverlappingCount(objectId);
@ -240,44 +296,84 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
private native int getOverlappingCount(long objectId);
/**
* Access an overlapping collision object by its position in the list.
*
* @param index The index of the overlapping Node to retrieve.
* @return The Overlapping CollisionObject at the given index.
* @param index which list position (&ge;0, &lt;count)
* @return the pre-existing object
*/
public PhysicsCollisionObject getOverlapping(int index) {
return overlappingObjects.get(index);
}
/**
* Alter the continuous collision detection (CCD) swept sphere radius for
* this object.
*
* @param radius (&ge;0)
*/
public void setCcdSweptSphereRadius(float radius) {
setCcdSweptSphereRadius(objectId, radius);
}
private native void setCcdSweptSphereRadius(long objectId, float radius);
/**
* Alter the amount of motion required to trigger continuous collision
* detection (CCD).
* <p>
* This addresses the issue of fast objects passing through other objects
* with no collision detected.
*
* @param threshold the desired threshold value (squared velocity, &gt;0) or
* zero to disable CCD (default=0)
*/
public void setCcdMotionThreshold(float threshold) {
setCcdMotionThreshold(objectId, threshold);
}
private native void setCcdMotionThreshold(long objectId, float threshold);
/**
* Read the radius of the sphere used for continuous collision detection
* (CCD).
*
* @return radius (&ge;0)
*/
public float getCcdSweptSphereRadius() {
return getCcdSweptSphereRadius(objectId);
}
private native float getCcdSweptSphereRadius(long objectId);
/**
* Read the continuous collision detection (CCD) motion threshold for this
* object.
*
* @return threshold value (squared velocity, &ge;0)
*/
public float getCcdMotionThreshold() {
return getCcdMotionThreshold(objectId);
}
private native float getCcdMotionThreshold(long objectId);
/**
* Read the CCD square motion threshold for this object.
*
* @return threshold value (&ge;0)
*/
public float getCcdSquareMotionThreshold() {
return getCcdSquareMotionThreshold(objectId);
}
private native float getCcdSquareMotionThreshold(long objectId);
/**
* Serialize this object, for example when saving to a J3O file.
*
* @param e exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
@ -288,6 +384,13 @@ public class PhysicsGhostObject extends PhysicsCollisionObject {
capsule.write(getCcdSweptSphereRadius(), "ccdSweptSphereRadius", 0);
}
/**
* De-serialize this object from the specified importer, for example when
* loading from a J3O file.
*
* @param e importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);

@ -51,29 +51,56 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <p>PhysicsRigidBody - Basic physics object</p>
* A collision object for a rigid body, based on Bullet's btRigidBody.
*
* @author normenhansen
*/
public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* motion state
*/
protected RigidBodyMotionState motionState = new RigidBodyMotionState();
/**
* copy of mass (&gt;0) of a dynamic body, or 0 for a static body
* (default=1)
*/
protected float mass = 1.0f;
/**
* copy of kinematic flag: true&rarr;set kinematic mode (spatial controls
* body), false&rarr;dynamic/static mode (body controls spatial)
* (default=false)
*/
protected boolean kinematic = false;
/**
* joint list
*/
protected ArrayList<PhysicsJoint> joints = new ArrayList<PhysicsJoint>();
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PhysicsRigidBody() {
}
/**
* Creates a new PhysicsRigidBody with the supplied collision shape
* @param child
* @param shape
* Instantiate a dynamic body with mass=1 and the specified collision shape.
*
* @param shape the desired shape (not null, alias created)
*/
public PhysicsRigidBody(CollisionShape shape) {
collisionShape = shape;
rebuildRigidBody();
}
/**
* Instantiate a body with the specified collision shape and mass.
*
* @param shape the desired shape (not null, alias created)
* @param mass if 0, a static body is created; otherwise a dynamic body is
* created (&ge;0)
*/
public PhysicsRigidBody(CollisionShape shape, float mass) {
collisionShape = shape;
this.mass = mass;
@ -81,7 +108,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
* Builds/rebuilds the phyiscs body when parameters have changed
* Build/rebuild this body after parameters have changed.
*/
protected void rebuildRigidBody() {
boolean removed = false;
@ -105,11 +132,17 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
}
/**
* For use by subclasses.
*/
protected void preRebuild() {
}
private native long createRigidBody(float mass, long motionStateId, long collisionShapeId);
/**
* For use by subclasses.
*/
protected void postRebuild() {
if (mass == 0.0f) {
setStatic(objectId, true);
@ -120,12 +153,19 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
* @return the motionState
* Access this body's motion state.
*
* @return the pre-existing instance
*/
public RigidBodyMotionState getMotionState() {
return motionState;
}
/**
* Test whether this body is in a physics space.
*
* @return true&rarr;in a space, false&rarr;not in a space
*/
public boolean isInWorld() {
return isInWorld(objectId);
}
@ -133,8 +173,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native boolean isInWorld(long objectId);
/**
* Sets the physics object location
* @param location the location of the actual physics object
* Directly alter the location of this body's center of mass.
*
* @param location the desired location (not null, unaffected)
*/
public void setPhysicsLocation(Vector3f location) {
setPhysicsLocation(objectId, location);
@ -143,8 +184,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setPhysicsLocation(long objectId, Vector3f location);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
* Directly alter this body's orientation.
*
* @param rotation the desired orientation (rotation matrix, not null,
* unaffected)
*/
public void setPhysicsRotation(Matrix3f rotation) {
setPhysicsRotation(objectId, rotation);
@ -153,8 +196,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setPhysicsRotation(long objectId, Matrix3f rotation);
/**
* Sets the physics object rotation
* @param rotation the rotation of the actual physics object
* Directly alter this body's orientation.
*
* @param rotation the desired orientation (quaternion, not null,
* unaffected)
*/
public void setPhysicsRotation(Quaternion rotation) {
setPhysicsRotation(objectId, rotation);
@ -163,7 +208,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setPhysicsRotation(long objectId, Quaternion rotation);
/**
* @return the physicsLocation
* Copy the location of this body's center of mass.
*
* @param trans storage for the result (modified if not null)
* @return the location (either the provided storage or a new vector, not
* null)
*/
public Vector3f getPhysicsLocation(Vector3f trans) {
if (trans == null) {
@ -176,7 +225,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getPhysicsLocation(long objectId, Vector3f vector);
/**
* @return the physicsLocation
* Copy this body's orientation to a quaternion.
*
* @param rot storage for the result (modified if not null)
* @return the orientation (either the provided storage or a new quaternion,
* not null)
*/
public Quaternion getPhysicsRotation(Quaternion rot) {
if (rot == null) {
@ -185,12 +238,23 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
getPhysicsRotation(objectId, rot);
return rot;
}
/**
* Alter the principal components of the local inertia tensor.
*
* @param gravity (not null, unaffected)
*/
public void setInverseInertiaLocal(Vector3f gravity) {
setInverseInertiaLocal(objectId, gravity);
}
private native void setInverseInertiaLocal(long objectId, Vector3f gravity);
/**
* Read the principal components of the local inverse inertia tensor.
*
* @param trans storage for the result (modified if not null)
* @return a vector (either the provided storage or a new vector, not null)
*/
public Vector3f getInverseInertiaLocal(Vector3f trans) {
if (trans == null) {
trans = new Vector3f();
@ -204,7 +268,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getPhysicsRotation(long objectId, Quaternion rot);
/**
* @return the physicsLocation
* Copy this body's orientation to a matrix.
*
* @param rot storage for the result (modified if not null)
* @return the orientation (either the provided storage or a new matrix, not
* null)
*/
public Matrix3f getPhysicsRotationMatrix(Matrix3f rot) {
if (rot == null) {
@ -217,7 +285,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getPhysicsRotationMatrix(long objectId, Matrix3f rot);
/**
* @return the physicsLocation
* Copy the location of this body's center of mass.
*
* @return a new location vector (not null)
*/
public Vector3f getPhysicsLocation() {
Vector3f vec = new Vector3f();
@ -226,7 +296,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
* @return the physicsLocation
* Copy this body's orientation to a quaternion.
*
* @return a new quaternion (not null)
*/
public Quaternion getPhysicsRotation() {
Quaternion quat = new Quaternion();
@ -234,6 +306,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
return quat;
}
/**
* Copy this body's orientation to a matrix.
*
* @return a new matrix (not null)
*/
public Matrix3f getPhysicsRotationMatrix() {
Matrix3f mtx = new Matrix3f();
getPhysicsRotationMatrix(objectId, mtx);
@ -264,10 +341,14 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
// return Converter.convert(tempTrans.basis, rotation);
// }
/**
* Sets the node to kinematic mode. in this mode the node is not affected by physics
* but affects other physics objects. Its kinetic force is calculated by the amount
* of movement it is exposed to and its weight.
* @param kinematic
* Put this body into kinematic mode or take it out of kinematic mode.
* <p>
* In kinematic mode, the body is not influenced by physics but can affect
* other physics objects. Its kinetic force is calculated based on its
* movement and weight.
*
* @param kinematic true&rarr;set kinematic mode, false&rarr;set
* dynamic/static mode (default=false)
*/
public void setKinematic(boolean kinematic) {
this.kinematic = kinematic;
@ -276,10 +357,25 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setKinematic(long objectId, boolean kinematic);
/**
* Test whether this body is in kinematic mode.
* <p>
* In kinematic mode, the body is not influenced by physics but can affect
* other physics objects. Its kinetic force is calculated based on its
* movement and weight.
*
* @return true if in kinematic mode, otherwise false (dynamic/static mode)
*/
public boolean isKinematic() {
return kinematic;
}
/**
* Alter the radius of the swept sphere used for continuous collision
* detection (CCD).
*
* @param radius the desired radius (&ge;0, default=0)
*/
public void setCcdSweptSphereRadius(float radius) {
setCcdSweptSphereRadius(objectId, radius);
}
@ -287,9 +383,14 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setCcdSweptSphereRadius(long objectId, float radius);
/**
* Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
* This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
* @param threshold
* Alter the amount of motion required to activate continuous collision
* detection (CCD).
* <p>
* This addresses the issue of fast objects passing through other objects
* with no collision detected.
*
* @param threshold the desired threshold velocity (&gt;0) or zero to
* disable CCD (default=0)
*/
public void setCcdMotionThreshold(float threshold) {
setCcdMotionThreshold(objectId, threshold);
@ -297,31 +398,56 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setCcdMotionThreshold(long objectId, float threshold);
/**
* Read the radius of the swept sphere used for continuous collision
* detection (CCD).
*
* @return radius (&ge;0)
*/
public float getCcdSweptSphereRadius() {
return getCcdSweptSphereRadius(objectId);
}
private native float getCcdSweptSphereRadius(long objectId);
/**
* Calculate this body's continuous collision detection (CCD) motion
* threshold.
*
* @return the threshold velocity (&ge;0)
*/
public float getCcdMotionThreshold() {
return getCcdMotionThreshold(objectId);
}
private native float getCcdMotionThreshold(long objectId);
/**
* Calculate the square of this body's continuous collision detection (CCD)
* motion threshold.
*
* @return the threshold velocity squared (&ge;0)
*/
public float getCcdSquareMotionThreshold() {
return getCcdSquareMotionThreshold(objectId);
}
private native float getCcdSquareMotionThreshold(long objectId);
/**
* Read this body's mass.
*
* @return the mass (&gt;0) or zero for a static body
*/
public float getMass() {
return mass;
}
/**
* Sets the mass of this PhysicsRigidBody, objects with mass=0 are static.
* @param mass
* Alter this body's mass. Bodies with mass=0 are static. For dynamic
* bodies, it is best to keep the mass around 1.
*
* @param mass the desired mass (&gt;0) or 0 for a static body (default=1)
*/
public void setMass(float mass) {
this.mass = mass;
@ -344,10 +470,22 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native long updateMassProps(long objectId, long collisionShapeId, float mass);
/**
* Copy this body's gravitational acceleration.
*
* @return a new acceleration vector (not null)
*/
public Vector3f getGravity() {
return getGravity(null);
}
/**
* Copy this body's gravitational acceleration.
*
* @param gravity storage for the result (modified if not null)
* @return an acceleration vector (either the provided storage or a new
* vector, not null)
*/
public Vector3f getGravity(Vector3f gravity) {
if (gravity == null) {
gravity = new Vector3f();
@ -359,16 +497,23 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getGravity(long objectId, Vector3f gravity);
/**
* Set the local gravity of this PhysicsRigidBody<br/>
* Set this after adding the node to the PhysicsSpace,
* the PhysicsSpace assigns its current gravity to the physics node when its added.
* @param gravity the gravity vector to set
* Alter this body's gravitational acceleration.
* <p>
* Invoke this after adding the body to a PhysicsSpace. Adding a body to a
* PhysicsSpace alters its gravity.
*
* @param gravity the desired acceleration vector (not null, unaffected)
*/
public void setGravity(Vector3f gravity) {
setGravity(objectId, gravity);
}
private native void setGravity(long objectId, Vector3f gravity);
/**
* Read this body's friction.
*
* @return friction value
*/
public float getFriction() {
return getFriction(objectId);
}
@ -376,8 +521,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native float getFriction(long objectId);
/**
* Sets the friction of this physics object
* @param friction the friction of this physics object
* Alter this body's friction.
*
* @param friction the desired friction value (default=0.5)
*/
public void setFriction(float friction) {
setFriction(objectId, friction);
@ -385,6 +531,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setFriction(long objectId, float friction);
/**
* Alter this body's damping.
*
* @param linearDamping the desired linear damping value (default=0)
* @param angularDamping the desired angular damping value (default=0)
*/
public void setDamping(float linearDamping, float angularDamping) {
setDamping(objectId, linearDamping, angularDamping);
}
@ -400,27 +552,52 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
//
// private native void setRestitution(long objectId, float factor);
//
/**
* Alter this body's linear damping.
*
* @param linearDamping the desired linear damping value (default=0)
*/
public void setLinearDamping(float linearDamping) {
setDamping(objectId, linearDamping, getAngularDamping());
}
/**
* Alter this body's angular damping.
*
* @param angularDamping the desired angular damping value (default=0)
*/
public void setAngularDamping(float angularDamping) {
setAngularDamping(objectId, angularDamping);
}
private native void setAngularDamping(long objectId, float factor);
/**
* Read this body's linear damping.
*
* @return damping value
*/
public float getLinearDamping() {
return getLinearDamping(objectId);
}
private native float getLinearDamping(long objectId);
/**
* Read this body's angular damping.
*
* @return damping value
*/
public float getAngularDamping() {
return getAngularDamping(objectId);
}
private native float getAngularDamping(long objectId);
/**
* Read this body's restitution (bounciness).
*
* @return restitution value
*/
public float getRestitution() {
return getRestitution(objectId);
}
@ -428,8 +605,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native float getRestitution(long objectId);
/**
* The "bouncyness" of the PhysicsRigidBody, best performance if restitution=0
* @param restitution
* Alter this body's restitution (bounciness). For best performance, set
* restitution=0.
*
* @param restitution the desired value (default=0)
*/
public void setRestitution(float restitution) {
setRestitution(objectId, restitution);
@ -438,8 +617,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setRestitution(long objectId, float factor);
/**
* Get the current angular velocity of this PhysicsRigidBody
* @return the current linear velocity
* Copy this body's angular velocity.
*
* @return a new velocity vector (not null)
*/
public Vector3f getAngularVelocity() {
Vector3f vec = new Vector3f();
@ -450,16 +630,18 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getAngularVelocity(long objectId, Vector3f vec);
/**
* Get the current angular velocity of this PhysicsRigidBody
* @param vec the vector to store the velocity in
* Copy this body's angular velocity.
*
* @param vec storage for the result (not null, modified)
*/
public void getAngularVelocity(Vector3f vec) {
getAngularVelocity(objectId, vec);
}
/**
* Sets the angular velocity of this PhysicsRigidBody
* @param vec the angular velocity of this PhysicsRigidBody
* Alter this body's angular velocity.
*
* @param vec the desired angular velocity vector (not null, unaffected)
*/
public void setAngularVelocity(Vector3f vec) {
setAngularVelocity(objectId, vec);
@ -469,8 +651,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setAngularVelocity(long objectId, Vector3f vec);
/**
* Get the current linear velocity of this PhysicsRigidBody
* @return the current linear velocity
* Copy the linear velocity of this body's center of mass.
*
* @return a new velocity vector (not null)
*/
public Vector3f getLinearVelocity() {
Vector3f vec = new Vector3f();
@ -481,16 +664,18 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getLinearVelocity(long objectId, Vector3f vec);
/**
* Get the current linear velocity of this PhysicsRigidBody
* @param vec the vector to store the velocity in
* Copy the linear velocity of this body's center of mass.
*
* @param vec storage for the result (not null, modified)
*/
public void getLinearVelocity(Vector3f vec) {
getLinearVelocity(objectId, vec);
}
/**
* Sets the linear velocity of this PhysicsRigidBody
* @param vec the linear velocity of this PhysicsRigidBody
* Alter the linear velocity of this body's center of mass.
*
* @param vec the desired velocity vector (not null)
*/
public void setLinearVelocity(Vector3f vec) {
setLinearVelocity(objectId, vec);
@ -500,9 +685,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setLinearVelocity(long objectId, Vector3f vec);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
* Apply a force to the PhysicsRigidBody. Effective only if the next physics
* update steps the physics space.
* <p>
* To apply an impulse, use applyImpulse, use applyContinuousForce to apply
* continuous force.
*
* @param force the force
* @param location the location of the force
*/
@ -514,10 +702,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyForce(long objectId, Vector3f force, Vector3f location);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* Apply a force to the PhysicsRigidBody. Effective only if the next physics
* update steps the physics space.
* <p>
* To apply an impulse, use
* {@link #applyImpulse(com.jme3.math.Vector3f, com.jme3.math.Vector3f)}.
*
* @param force the force
*/
public void applyCentralForce(Vector3f force) {
@ -528,10 +718,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyCentralForce(long objectId, Vector3f force);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* Apply a force to the PhysicsRigidBody. Effective only if the next physics
* update steps the physics space.
* <p>
* To apply an impulse, use
* {@link #applyImpulse(com.jme3.math.Vector3f, com.jme3.math.Vector3f)}.
*
* @param torque the torque
*/
public void applyTorque(Vector3f torque) {
@ -542,7 +734,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyTorque(long objectId, Vector3f vec);
/**
* Apply an impulse to the PhysicsRigidBody in the next physics update.
* Apply an impulse to the body the next physics update.
*
* @param impulse applied impulse
* @param rel_pos location relative to object
*/
@ -554,8 +747,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyImpulse(long objectId, Vector3f impulse, Vector3f rel_pos);
/**
* Apply a torque impulse to the PhysicsRigidBody in the next physics update.
* @param vec
* Apply a torque impulse to the body in the next physics update.
*
* @param vec the torque to apply
*/
public void applyTorqueImpulse(Vector3f vec) {
applyTorqueImpulse(objectId, vec);
@ -565,8 +759,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyTorqueImpulse(long objectId, Vector3f vec);
/**
* Clear all forces from the PhysicsRigidBody
*
* Clear all forces acting on this body.
*/
public void clearForces() {
clearForces(objectId);
@ -574,6 +767,14 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void clearForces(long objectId);
/**
* Apply the specified CollisionShape to this body.
* <p>
* Note that the body should not be in any physics space while changing
* shape; the body gets rebuilt on the physics side.
*
* @param collisionShape the shape to apply (not null, alias created)
*/
public void setCollisionShape(CollisionShape collisionShape) {
super.setCollisionShape(collisionShape);
if (collisionShape instanceof MeshCollisionShape && mass != 0) {
@ -590,7 +791,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setCollisionShape(long objectId, long collisionShapeId);
/**
* reactivates this PhysicsRigidBody when it has been deactivated because it was not moving
* Reactivates this body if it has been deactivated due to lack of motion.
*/
public void activate() {
activate(objectId);
@ -598,6 +799,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void activate(long objectId);
/**
* Test whether this body has been deactivated due to lack of motion.
*
* @return true if still active, false if deactivated
*/
public boolean isActive() {
return isActive(objectId);
}
@ -605,10 +811,13 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native boolean isActive(long objectId);
/**
* sets the sleeping thresholds, these define when the object gets deactivated
* to save ressources. Low values keep the object active when it barely moves
* @param linear the linear sleeping threshold
* @param angular the angular sleeping threshold
* Alter this body's sleeping thresholds.
* <p>
* These thresholds determine when the body can be deactivated to save
* resources. Low values keep the body active when it barely moves.
*
* @param linear the desired linear sleeping threshold (&ge;0, default=0.8)
* @param angular the desired angular sleeping threshold (&ge;0, default=1)
*/
public void setSleepingThresholds(float linear, float angular) {
setSleepingThresholds(objectId, linear, angular);
@ -616,36 +825,67 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setSleepingThresholds(long objectId, float linear, float angular);
/**
* Alter this body's linear sleeping threshold.
*
* @param linearSleepingThreshold the desired threshold (&ge;0, default=0.8)
*/
public void setLinearSleepingThreshold(float linearSleepingThreshold) {
setLinearSleepingThreshold(objectId, linearSleepingThreshold);
}
private native void setLinearSleepingThreshold(long objectId, float linearSleepingThreshold);
/**
* Alter this body's angular sleeping threshold.
*
* @param angularSleepingThreshold the desired threshold (&ge;0, default=1)
*/
public void setAngularSleepingThreshold(float angularSleepingThreshold) {
setAngularSleepingThreshold(objectId, angularSleepingThreshold);
}
private native void setAngularSleepingThreshold(long objectId, float angularSleepingThreshold);
/**
* Read this body's linear sleeping threshold.
*
* @return the linear sleeping threshold (&ge;0)
*/
public float getLinearSleepingThreshold() {
return getLinearSleepingThreshold(objectId);
}
private native float getLinearSleepingThreshold(long objectId);
/**
* Read this body's angular sleeping threshold.
*
* @return the angular sleeping threshold (&ge;0)
*/
public float getAngularSleepingThreshold() {
return getAngularSleepingThreshold(objectId);
}
private native float getAngularSleepingThreshold(long objectId);
/**
* Read the X-component of this body's angular factor.
*
* @return the X-component of the angular factor
*/
public float getAngularFactor() {
return getAngularFactor(null).getX();
}
/**
* Copy this body's angular factors.
*
* @param store storage for the result (modified if not null)
* @return a vector (either the provided storage or a new vector, not null)
*/
public Vector3f getAngularFactor(Vector3f store) {
// doing like this prevent from breaking the API
// Done this way to prevent breaking the API.
if (store == null) {
store = new Vector3f();
}
@ -655,16 +895,33 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getAngularFactor(long objectId, Vector3f vec);
/**
* Alter this body's angular factor.
*
* @param factor the desired angular factor for all axes (not null,
* unaffected, default=1)
*/
public void setAngularFactor(float factor) {
setAngularFactor(objectId, new Vector3f(factor, factor, factor));
}
/**
* Alter this body's angular factors.
*
* @param factor the desired angular factor for each axis (not null,
* unaffected, default=(1,1,1))
*/
public void setAngularFactor(Vector3f factor) {
setAngularFactor(objectId, factor);
}
private native void setAngularFactor(long objectId, Vector3f factor);
/**
* Copy this body's linear factors.
*
* @return a new vector (not null)
*/
public Vector3f getLinearFactor() {
Vector3f vec = new Vector3f();
getLinearFactor(objectId, vec);
@ -673,6 +930,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void getLinearFactor(long objectId, Vector3f vec);
/**
* Alter this body's linear factors.
*
* @param factor the desired linear factor for each axis (not null,
* unaffected, default=(1,1,1))
*/
public void setLinearFactor(Vector3f factor) {
setLinearFactor(objectId, factor);
}
@ -681,7 +944,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* do not use manually, joints are added automatically
* Do not invoke directly! Joints are added automatically when created.
*
* @param joint the joint to add (not null)
*/
public void addJoint(PhysicsJoint joint) {
if (!joints.contains(joint)) {
@ -690,21 +955,32 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
*
* Do not invoke directly! Joints are removed automatically when destroyed.
*
* @param joint the joint to remove (not null)
*/
public void removeJoint(PhysicsJoint joint) {
joints.remove(joint);
}
/**
* Returns a list of connected joints. This list is only filled when
* the PhysicsRigidBody is actually added to the physics space or loaded from disk.
* @return list of active joints connected to this PhysicsRigidBody
* Access the list of joints connected with this body.
* <p>
* This list is only filled when the PhysicsRigidBody is added to a physics
* space.
*
* @return the pre-existing list (not null)
*/
public List<PhysicsJoint> getJoints() {
return joints;
}
/**
* Serialize this body, for example when saving to a J3O file.
*
* @param e exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
@ -738,6 +1014,12 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
capsule.writeSavableArrayList(joints, "joints", null);
}
/**
* De-serialize this body, for example when loading from a J3O file.
*
* @param e importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);

@ -46,34 +46,68 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <p>PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions</p>
* A collision object for simplified vehicle simulation based on Bullet's
* btRaycastVehicle.
* <p>
* <i>From bullet manual:</i><br>
* For most vehicle simulations, it is recommended to use the simplified Bullet
* vehicle model as provided in btRaycastVehicle. Instead of simulation each wheel
* and chassis as separate rigid bodies, connected by constraints, it uses a simplified model.
* This simplified model has many benefits, and is widely used in commercial driving games.<br>
* The entire vehicle is represented as a single rigidbody, the chassis.
* The collision detection of the wheels is approximated by ray casts,
* and the tire friction is a basic anisotropic friction model.
* </p>
* <i>From Bullet manual:</i><br>
* For arcade style vehicle simulations, it is recommended to use the simplified
* Bullet vehicle model as provided in btRaycastVehicle. Instead of simulation
* each wheel and chassis as separate rigid bodies, connected by constraints, it
* uses a simplified model. This simplified model has many benefits, and is
* widely used in commercial driving games.
* <p>
* The entire vehicle is represented as a single rigidbody, the chassis. The
* collision detection of the wheels is approximated by ray casts, and the tire
* friction is a basic anisotropic friction model.
*
* @author normenhansen
*/
public class PhysicsVehicle extends PhysicsRigidBody {
/**
* Unique identifier of the btRaycastVehicle. The constructor sets this to a
* non-zero value.
*/
protected long vehicleId = 0;
/**
* Unique identifier of the ray caster.
*/
protected long rayCasterId = 0;
/**
* tuning parameters
*/
protected VehicleTuning tuning = new VehicleTuning();
/**
* list of wheels
*/
protected ArrayList<VehicleWheel> wheels = new ArrayList<VehicleWheel>();
/**
* physics space where this vehicle is added, or null if none
*/
protected PhysicsSpace physicsSpace;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public PhysicsVehicle() {
}
/**
* Instantiate a vehicle with the specified collision shape and mass=1.
*
* @param shape the desired shape (not null, alias created)
*/
public PhysicsVehicle(CollisionShape shape) {
super(shape);
}
/**
* Instantiate a vehicle with the specified collision shape and mass.
*
* @param shape the desired shape (not null, alias created)
* @param mass (&gt;0)
*/
public PhysicsVehicle(CollisionShape shape, float mass) {
super(shape, mass);
}
@ -111,7 +145,10 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* Used internally, creates the actual vehicle constraint when vehicle is added to phyicsspace
* Used internally, creates the actual vehicle constraint when vehicle is
* added to physics space.
*
* @param space which physics space
*/
public void createVehicle(PhysicsSpace space) {
physicsSpace = space;
@ -145,14 +182,20 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native int addWheel(long objectId, Vector3f location, Vector3f direction, Vector3f axle, float restLength, float radius, VehicleTuning tuning, boolean frontWheel);
/**
* Add a wheel to this vehicle
* @param connectionPoint The starting point of the ray, where the suspension connects to the chassis (chassis space)
* @param direction the direction of the wheel (should be -Y / 0,-1,0 for a normal car)
* @param axle The axis of the wheel, pointing right in vehicle direction (should be -X / -1,0,0 for a normal car)
* @param suspensionRestLength The current length of the suspension (metres)
* @param wheelRadius the wheel radius
* @param isFrontWheel sets if this wheel is a front wheel (steering)
* @return the PhysicsVehicleWheel object to get/set infos on the wheel
* Add a wheel to this vehicle.
*
* @param connectionPoint the location where the suspension connects to the
* chassis (in chassis coordinates, not null, unaffected)
* @param direction the suspension direction (in chassis coordinates, not
* null, unaffected, typically down/0,-1,0)
* @param axle the axis direction (in chassis coordinates, not null,
* unaffected, typically -1,0,0)
* @param suspensionRestLength the rest length of the suspension (in
* physics-space units)
* @param wheelRadius the wheel radius (in physics-space units, &gt;0)
* @param isFrontWheel true&rarr;front (steering) wheel,
* false&rarr;non-front wheel
* @return a new VehicleWheel for access (not null)
*/
public VehicleWheel addWheel(Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
return addWheel(null, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
@ -160,14 +203,20 @@ public class PhysicsVehicle extends PhysicsRigidBody {
/**
* Add a wheel to this vehicle
* @param spat the wheel Geometry
* @param connectionPoint The starting point of the ray, where the suspension connects to the chassis (chassis space)
* @param direction the direction of the wheel (should be -Y / 0,-1,0 for a normal car)
* @param axle The axis of the wheel, pointing right in vehicle direction (should be -X / -1,0,0 for a normal car)
* @param suspensionRestLength The current length of the suspension (metres)
* @param wheelRadius the wheel radius
* @param isFrontWheel sets if this wheel is a front wheel (steering)
* @return the PhysicsVehicleWheel object to get/set infos on the wheel
*
* @param spat the associated spatial, or null if none
* @param connectionPoint the location where the suspension connects to the
* chassis (in chassis coordinates, not null, unaffected)
* @param direction the suspension direction (in chassis coordinates, not
* null, unaffected, typically down/0,-1,0)
* @param axle the axis direction (in chassis coordinates, not null,
* unaffected, typically -1,0,0)
* @param suspensionRestLength the rest length of the suspension (in
* physics-space units)
* @param wheelRadius the wheel radius (in physics-space units, &gt;0)
* @param isFrontWheel true&rarr;front (steering) wheel,
* false&rarr;non-front wheel
* @return a new VehicleWheel for access (not null)
*/
public VehicleWheel addWheel(Spatial spat, Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
VehicleWheel wheel = null;
@ -190,8 +239,9 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* This rebuilds the vehicle as there is no way in bullet to remove a wheel.
* @param wheel
* Remove a wheel.
*
* @param wheel the index of the wheel to remove (&ge;0)
*/
public void removeWheel(int wheel) {
wheels.remove(wheel);
@ -200,195 +250,276 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* You can get access to the single wheels via this method.
* @param wheel the wheel index
* @return the WheelInfo of the selected wheel
* Access the indexed wheel of this vehicle.
*
* @param wheel the index of the wheel to access (&ge;0, &lt;count)
* @return the pre-existing instance
*/
public VehicleWheel getWheel(int wheel) {
return wheels.get(wheel);
}
/**
* Read the number of wheels on this vehicle.
*
* @return count (&ge;0)
*/
public int getNumWheels() {
return wheels.size();
}
/**
* @return the frictionSlip
* Read the initial friction for new wheels.
*
* @return the coefficient of friction between tyre and ground
* (0.8&rarr;realistic car, 10000&rarr;kart racer)
*/
public float getFrictionSlip() {
return tuning.frictionSlip;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The coefficient of friction between the tyre and the ground.
* Should be about 0.8 for realistic cars, but can increased for better handling.
* Set large (10000.0) for kart racers
* @param frictionSlip the frictionSlip to set
* Alter the initial friction for new wheels. Effective only before adding
* wheels. After adding a wheel, use {@link #setFrictionSlip(int, float)}.
* <p>
* For better handling, increase the friction.
*
* @param frictionSlip the desired coefficient of friction between tyre and
* ground (0.8&rarr;realistic car, 10000&rarr;kart racer, default=10.5)
*/
public void setFrictionSlip(float frictionSlip) {
tuning.frictionSlip = frictionSlip;
}
/**
* The coefficient of friction between the tyre and the ground.
* Should be about 0.8 for realistic cars, but can increased for better handling.
* Set large (10000.0) for kart racers
* @param wheel
* @param frictionSlip
* Alter the friction of the indexed wheel.
* <p>
* For better handling, increase the friction.
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param frictionSlip the desired coefficient of friction between tyre and
* ground (0.8&rarr;realistic car, 10000&rarr;kart racer)
*/
public void setFrictionSlip(int wheel, float frictionSlip) {
wheels.get(wheel).setFrictionSlip(frictionSlip);
}
/**
* Reduces the rolling torque applied from the wheels that cause the vehicle to roll over.
* This is a bit of a hack, but it's quite effective. 0.0 = no roll, 1.0 = physical behaviour.
* If m_frictionSlip is too high, you'll need to reduce this to stop the vehicle rolling over.
* You should also try lowering the vehicle's centre of mass
* Alter the roll influence of the indexed wheel.
* <p>
* The roll-influence factor reduces (or magnifies) any torque contributed
* by the wheel that would tend to cause the vehicle to roll over. This is a
* bit of a hack, but it's quite effective.
* <p>
* If the friction between the tyres and the ground is too high, you may
* reduce this factor to prevent the vehicle from rolling over. You should
* also try lowering the vehicle's center of mass.
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param rollInfluence the desired roll-influence factor (0&rarr;no roll
* torque, 1&rarr;realistic behavior, default=1)
*/
public void setRollInfluence(int wheel, float rollInfluence) {
wheels.get(wheel).setRollInfluence(rollInfluence);
}
/**
* @return the maxSuspensionTravelCm
* Read the initial maximum suspension travel distance for new wheels.
*
* @return the maximum distance the suspension can be compressed (in
* centimeters)
*/
public float getMaxSuspensionTravelCm() {
return tuning.maxSuspensionTravelCm;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The maximum distance the suspension can be compressed (centimetres)
* @param maxSuspensionTravelCm the maxSuspensionTravelCm to set
* Alter the initial maximum suspension travel distance for new wheels.
* Effective only before adding wheels. After adding a wheel, use
* {@link #setMaxSuspensionTravelCm(int, float)}.
*
* @param maxSuspensionTravelCm the desired maximum distance the suspension
* can be compressed (in centimeters, default=500)
*/
public void setMaxSuspensionTravelCm(float maxSuspensionTravelCm) {
tuning.maxSuspensionTravelCm = maxSuspensionTravelCm;
}
/**
* The maximum distance the suspension can be compressed (centimetres)
* @param wheel
* @param maxSuspensionTravelCm
* Alter the maximum suspension travel distance for the indexed wheel.
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param maxSuspensionTravelCm the desired maximum distance the suspension
* can be compressed (in centimeters)
*/
public void setMaxSuspensionTravelCm(int wheel, float maxSuspensionTravelCm) {
wheels.get(wheel).setMaxSuspensionTravelCm(maxSuspensionTravelCm);
}
/**
* Read the initial maximum suspension force for new wheels.
*
* @return the maximum force per wheel
*/
public float getMaxSuspensionForce() {
return tuning.maxSuspensionForce;
}
/**
* This value caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
* handle the weight of your vehicle.
* @param maxSuspensionForce
* Alter the initial maximum suspension force for new wheels. Effective only
* before adding wheels. After adding a wheel, use
* {@link #setMaxSuspensionForce(int, float)}.
* <p>
* If the suspension cannot handle the vehicle's weight, increase this
* limit.
*
* @param maxSuspensionForce the desired maximum force per wheel
* (default=6000)
*/
public void setMaxSuspensionForce(float maxSuspensionForce) {
tuning.maxSuspensionForce = maxSuspensionForce;
}
/**
* This value caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
* handle the weight of your vehicle.
* @param wheel
* @param maxSuspensionForce
* Alter the maximum suspension force for the specified wheel.
* <p>
* If the suspension cannot handle the vehicle's weight, increase this
* limit.
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param maxSuspensionForce the desired maximum force per wheel
* (default=6000)
*/
public void setMaxSuspensionForce(int wheel, float maxSuspensionForce) {
wheels.get(wheel).setMaxSuspensionForce(maxSuspensionForce);
}
/**
* @return the suspensionCompression
* Read the initial damping (when the suspension is compressed) for new
* wheels.
*
* @return the damping coefficient
*/
public float getSuspensionCompression() {
return tuning.suspensionCompression;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The damping coefficient for when the suspension is compressed.
* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
* 0.1 to 0.3 are good values
* @param suspensionCompression the suspensionCompression to set
* Alter the initial damping (when the suspension is compressed) for new
* wheels. Effective only before adding wheels. After adding a wheel, use
* {@link #setSuspensionCompression(int, float)}.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param suspensionCompression the desired damping coefficient
* (default=0.83)
*/
public void setSuspensionCompression(float suspensionCompression) {
tuning.suspensionCompression = suspensionCompression;
}
/**
* The damping coefficient for when the suspension is compressed.
* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
* 0.1 to 0.3 are good values
* @param wheel
* @param suspensionCompression
* Alter the damping (when the suspension is compressed) for the indexed
* wheel.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param suspensionCompression the desired damping coefficient
*/
public void setSuspensionCompression(int wheel, float suspensionCompression) {
wheels.get(wheel).setWheelsDampingCompression(suspensionCompression);
}
/**
* @return the suspensionDamping
* Read the initial damping (when the suspension is expanded) for new
* wheels.
*
* @return the damping coefficient
*/
public float getSuspensionDamping() {
return tuning.suspensionDamping;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The damping coefficient for when the suspension is expanding.
* See the comments for setSuspensionCompression for how to set k.
* @param suspensionDamping the suspensionDamping to set
* Alter the initial damping (when the suspension is expanded) for new
* wheels. Effective only before adding wheels. After adding a wheel, use
* {@link #setSuspensionCompression(int, float)}.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param suspensionDamping the desired damping coefficient (default=0.88)
*/
public void setSuspensionDamping(float suspensionDamping) {
tuning.suspensionDamping = suspensionDamping;
}
/**
* The damping coefficient for when the suspension is expanding.
* See the comments for setSuspensionCompression for how to set k.
* @param wheel
* @param suspensionDamping
* Alter the damping (when the suspension is expanded) for the indexed
* wheel.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param suspensionDamping the desired damping coefficient
*/
public void setSuspensionDamping(int wheel, float suspensionDamping) {
wheels.get(wheel).setWheelsDampingRelaxation(suspensionDamping);
}
/**
* @return the suspensionStiffness
* Read the initial suspension stiffness for new wheels.
*
* @return the stiffness constant (10&rarr;off-road buggy, 50&rarr;sports
* car, 200&rarr;Formula-1 race car)
*/
public float getSuspensionStiffness() {
return tuning.suspensionStiffness;
}
/**
* Use before adding wheels, this is the default used when adding wheels.
* After adding the wheel, use direct wheel access.<br>
* The stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
* @param suspensionStiffness
* Alter the initial suspension stiffness for new wheels. Effective only
* before adding wheels. After adding a wheel, use
* {@link #setSuspensionStiffness(int, float)}.
*
* @param suspensionStiffness the desired stiffness coefficient
* (10&rarr;off-road buggy, 50&rarr;sports car, 200&rarr;Formula-1 race car,
* default=5.88)
*/
public void setSuspensionStiffness(float suspensionStiffness) {
tuning.suspensionStiffness = suspensionStiffness;
}
/**
* The stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
* @param wheel
* @param suspensionStiffness
* Alter the suspension stiffness of the indexed wheel.
*
* @param wheel the index of the wheel to modify (&ge;0)
* @param suspensionStiffness the desired stiffness coefficient
* (10&rarr;off-road buggy, 50&rarr;sports car, 200&rarr;Formula-1 race car,
* default=5.88)
*/
public void setSuspensionStiffness(int wheel, float suspensionStiffness) {
wheels.get(wheel).setSuspensionStiffness(suspensionStiffness);
}
/**
* Reset the suspension
* Reset this vehicle's suspension.
*/
public void resetSuspension() {
resetSuspension(vehicleId);
@ -397,8 +528,9 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native void resetSuspension(long vehicleId);
/**
* Apply the given engine force to all wheels, works continuously
* @param force the force
* Apply the specified engine force to all wheels. Works continuously.
*
* @param force the desired amount of force
*/
public void accelerate(float force) {
for (int i = 0; i < wheels.size(); i++) {
@ -407,9 +539,10 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* Apply the given engine force, works continuously
* @param wheel the wheel to apply the force on
* @param force the force
* Apply the given engine force to the indexed wheel. Works continuously.
*
* @param wheel the index of the wheel to apply the force to (&ge;0)
* @param force the desired amount of force
*/
public void accelerate(int wheel, float force) {
applyEngineForce(vehicleId, wheel, force);
@ -419,8 +552,9 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native void applyEngineForce(long vehicleId, int wheel, float force);
/**
* Set the given steering value to all front wheels (0 = forward)
* @param value the steering angle of the front wheels (Pi = 360deg)
* Alter the steering angle of all front wheels.
*
* @param value the desired steering angle (in radians, 0=straight)
*/
public void steer(float value) {
for (int i = 0; i < wheels.size(); i++) {
@ -431,9 +565,10 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* Set the given steering value to the given wheel (0 = forward)
* @param wheel the wheel to set the steering on
* @param value the steering angle of the front wheels (Pi = 360deg)
* Alter the steering angle of the indexed wheel.
*
* @param wheel the index of the wheel to steer (&ge;0)
* @param value the desired steering angle (in radians, 0=straight)
*/
public void steer(int wheel, float value) {
steer(vehicleId, wheel, value);
@ -442,8 +577,9 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native void steer(long vehicleId, int wheel, float value);
/**
* Apply the given brake force to all wheels, works continuously
* @param force the force
* Apply the given brake force to all wheels. Works continuously.
*
* @param force the desired amount of force
*/
public void brake(float force) {
for (int i = 0; i < wheels.size(); i++) {
@ -452,9 +588,10 @@ public class PhysicsVehicle extends PhysicsRigidBody {
}
/**
* Apply the given brake force, works continuously
* @param wheel the wheel to apply the force on
* @param force the force
* Apply the given brake force to the indexed wheel. Works continuously.
*
* @param wheel the index of the wheel to apply the force to (&ge;0)
* @param force the desired amount of force
*/
public void brake(int wheel, float force) {
brake(vehicleId, wheel, force);
@ -463,8 +600,9 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native void brake(long vehicleId, int wheel, float force);
/**
* Get the current speed of the vehicle in km/h
* @return
* Read the vehicle's speed in km/h.
*
* @return speed (in kilometers per hour)
*/
public float getCurrentVehicleSpeedKmHour() {
return getCurrentVehicleSpeedKmHour(vehicleId);
@ -473,9 +611,11 @@ public class PhysicsVehicle extends PhysicsRigidBody {
private native float getCurrentVehicleSpeedKmHour(long vehicleId);
/**
* Get the current forward vector of the vehicle in world coordinates
* @param vector
* @return
* Copy the vehicle's forward direction.
*
* @param vector storage for the result (modified if not null)
* @return a direction vector (in physics-space coordinates, either the
* provided storage or a new vector)
*/
public Vector3f getForwardVector(Vector3f vector) {
if (vector == null) {
@ -489,11 +629,19 @@ public class PhysicsVehicle extends PhysicsRigidBody {
/**
* used internally
*
* @return the unique identifier
*/
public long getVehicleId() {
return vehicleId;
}
/**
* De-serialize this vehicle, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
@ -509,6 +657,12 @@ public class PhysicsVehicle extends PhysicsRigidBody {
super.read(im);
}
/**
* Serialize this vehicle, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
@ -522,6 +676,12 @@ public class PhysicsVehicle extends PhysicsRigidBody {
super.write(ex);
}
/**
* Finalize this vehicle just before it is destroyed. Should be invoked only
* by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -40,42 +40,142 @@ import com.jme3.scene.Spatial;
import java.io.IOException;
/**
* Stores info about one wheel of a PhysicsVehicle
* Information about one wheel of a PhysicsVehicle.
*
* @author normenhansen
*/
public class VehicleWheel implements Savable {
/**
* unique identifier of the btRaycastVehicle
*/
protected long wheelId = 0;
/**
* 0-origin index among the vehicle's wheels (&ge;0)
*/
protected int wheelIndex = 0;
/**
* copy of wheel type: true&rarr;front (steering) wheel,
* false&rarr;non-front wheel
*/
protected boolean frontWheel;
/**
* location where the suspension connects to the chassis (in chassis
* coordinates)
*/
protected Vector3f location = new Vector3f();
/**
* suspension direction (in chassis coordinates, typically down/0,-1,0)
*/
protected Vector3f direction = new Vector3f();
/**
* axis direction (in chassis coordinates, typically to the right/-1,0,0)
*/
protected Vector3f axle = new Vector3f();
/**
* copy of suspension stiffness constant (10&rarr;off-road buggy,
* 50&rarr;sports car, 200&rarr;Formula-1 race car, default=20)
*/
protected float suspensionStiffness = 20.0f;
/**
* copy of suspension damping when expanded (0&rarr;no damping, default=2.3)
*/
protected float wheelsDampingRelaxation = 2.3f;
/**
* copy of suspension damping when compressed (0&rarr;no damping,
* default=4.4)
*/
protected float wheelsDampingCompression = 4.4f;
/**
* copy of coefficient of friction between tyre and ground
* (0.8&rarr;realistic car, 10000&rarr;kart racer, default=10.5)
*/
protected float frictionSlip = 10.5f;
/**
* copy of roll-influence factor (0&rarr;no roll torque, 1&rarr;realistic
* behavior, default=1)
*/
protected float rollInfluence = 1.0f;
/**
* copy of maximum suspension travel distance (in centimeters, default=500)
*/
protected float maxSuspensionTravelCm = 500f;
/**
* copy of maximum force exerted by the suspension (default=6000)
*/
protected float maxSuspensionForce = 6000f;
/**
* copy of wheel radius (in physics-space units, &gt;0)
*/
protected float radius = 0.5f;
/**
* copy of rest length of the suspension (in physics-space units)
*/
protected float restLength = 1f;
/**
* wheel location in physics-space coordinates
*/
protected Vector3f wheelWorldLocation = new Vector3f();
/**
* wheel orientation in physics-space coordinates
*/
protected Quaternion wheelWorldRotation = new Quaternion();
/**
* associated spatial, or null if none
*/
protected Spatial wheelSpatial;
protected Matrix3f tmp_Matrix = new com.jme3.math.Matrix3f();
protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
/**
* true &rarr; physics coordinates match local transform, false &rarr;
* physics coordinates match world transform
*/
private boolean applyLocal = false;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public VehicleWheel() {
}
/**
* Instantiate a wheel.
*
* @param spat the associated spatial, or null if none
* @param location the location where the suspension connects to the chassis
* (in chassis coordinates, not null, unaffected)
* @param direction the suspension direction (in chassis coordinates, not
* null, unaffected, typically down/0,-1,0)
* @param axle the axis direction (in chassis coordinates, not null,
* unaffected, typically right/-1,0,0)
* @param restLength the rest length of the suspension (in physics-space
* units)
* @param radius the wheel's radius (in physics-space units, &ge;0)
* @param frontWheel true&rarr;front (steering) wheel, false&rarr;non-front
* wheel
*/
public VehicleWheel(Spatial spat, Vector3f location, Vector3f direction, Vector3f axle,
float restLength, float radius, boolean frontWheel) {
this(location, direction, axle, restLength, radius, frontWheel);
wheelSpatial = spat;
}
/**
* Instantiate a wheel without an associated spatial.
*
* @param location the location where the suspension connects to the chassis
* (in chassis coordinates, not null, unaffected)
* @param direction the suspension direction (in chassis coordinates, not
* null, unaffected, typically down/0,-1,0)
* @param axle the axis direction (in chassis coordinates, not null,
* unaffected, typically right/-1,0,0)
* @param restLength the rest length of the suspension (in physics-space
* units)
* @param radius the wheel's radius (in physics-space units, &ge;0)
* @param frontWheel true&rarr;front (steering) wheel, false&rarr;non-front
* wheel
*/
public VehicleWheel(Vector3f location, Vector3f direction, Vector3f axle,
float restLength, float radius, boolean frontWheel) {
this.location.set(location);
@ -86,6 +186,9 @@ public class VehicleWheel implements Savable {
this.radius = radius;
}
/**
* Update this wheel's location and orientation in physics space.
*/
public void updatePhysicsState() {
getWheelLocation(wheelId, wheelIndex, wheelWorldLocation);
getWheelRotation(wheelId, wheelIndex, tmp_Matrix);
@ -96,6 +199,10 @@ public class VehicleWheel implements Savable {
private native void getWheelRotation(long vehicleId, int wheelId, Matrix3f location);
/**
* Apply this wheel's physics location and orientation to its associated
* spatial, if any.
*/
public void applyWheelTransform() {
if (wheelSpatial == null) {
return;
@ -118,132 +225,232 @@ public class VehicleWheel implements Savable {
}
}
/**
* Read the id of the btRaycastVehicle.
*
* @return the unique identifier (not zero)
*/
public long getWheelId() {
return wheelId;
}
/**
* Assign this wheel to a vehicle.
*
* @param vehicleId the id of the btRaycastVehicle (not zero)
* @param wheelIndex index among the vehicle's wheels (&ge;0)
*/
public void setVehicleId(long vehicleId, int wheelIndex) {
this.wheelId = vehicleId;
this.wheelIndex = wheelIndex;
applyInfo();
}
/**
* Test whether this wheel is a front wheel.
*
* @return true if front wheel, otherwise false
*/
public boolean isFrontWheel() {
return frontWheel;
}
/**
* Alter whether this wheel is a front (steering) wheel.
*
* @param frontWheel true&rarr;front wheel, false&rarr;non-front wheel
*/
public void setFrontWheel(boolean frontWheel) {
this.frontWheel = frontWheel;
applyInfo();
}
/**
* Access the location where the suspension connects to the chassis.
*
* @return the pre-existing location vector (in chassis coordinates, not
* null)
*/
public Vector3f getLocation() {
return location;
}
/**
* Access this wheel's suspension direction.
*
* @return the pre-existing direction vector (in chassis coordinates, not
* null)
*/
public Vector3f getDirection() {
return direction;
}
/**
* Access this wheel's axle direction.
*
* @return the pre-existing direction vector (not null)
*/
public Vector3f getAxle() {
return axle;
}
/**
* Read the stiffness constant for this wheel's suspension.
*
* @return the stiffness constant
*/
public float getSuspensionStiffness() {
return suspensionStiffness;
}
/**
* the stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
* @param suspensionStiffness
* Alter the stiffness constant for this wheel's suspension.
*
* @param suspensionStiffness the desired stiffness constant
* (10&rarr;off-road buggy, 50&rarr;sports car, 200&rarr;Formula-1 race car,
* default=20)
*/
public void setSuspensionStiffness(float suspensionStiffness) {
this.suspensionStiffness = suspensionStiffness;
applyInfo();
}
/**
* Read this wheel's damping when the suspension is expanded.
*
* @return the damping
*/
public float getWheelsDampingRelaxation() {
return wheelsDampingRelaxation;
}
/**
* the damping coefficient for when the suspension is expanding.
* See the comments for setWheelsDampingCompression for how to set k.
* @param wheelsDampingRelaxation
* Alter this wheel's damping when the suspension is expanded.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param wheelsDampingRelaxation the desired damping (default=2.3)
*/
public void setWheelsDampingRelaxation(float wheelsDampingRelaxation) {
this.wheelsDampingRelaxation = wheelsDampingRelaxation;
applyInfo();
}
/**
* Read this wheel's damping when the suspension is compressed.
*
* @return the damping
*/
public float getWheelsDampingCompression() {
return wheelsDampingCompression;
}
/**
* the damping coefficient for when the suspension is compressed.
* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
* 0.1 to 0.3 are good values
* @param wheelsDampingCompression
* Alter this wheel's damping when the suspension is compressed.
* <p>
* Set to k * 2 * FastMath.sqrt(m_suspensionStiffness) where k is the
* damping ratio:
* <p>
* k = 0.0 undamped and bouncy, k = 1.0 critical damping, k between 0.1 and
* 0.3 are good values
*
* @param wheelsDampingCompression the desired damping (default=4.4)
*/
public void setWheelsDampingCompression(float wheelsDampingCompression) {
this.wheelsDampingCompression = wheelsDampingCompression;
applyInfo();
}
/**
* Read the friction between this wheel's tyre and the ground.
*
* @return the coefficient of friction
*/
public float getFrictionSlip() {
return frictionSlip;
}
/**
* the coefficient of friction between the tyre and the ground.
* Should be about 0.8 for realistic cars, but can increased for better handling.
* Set large (10000.0) for kart racers
* @param frictionSlip
* Alter the friction between this wheel's tyre and the ground.
* <p>
* Should be about 0.8 for realistic cars, but can increased for better
* handling. Set large (10000.0) for kart racers.
*
* @param frictionSlip the desired coefficient of friction (default=10.5)
*/
public void setFrictionSlip(float frictionSlip) {
this.frictionSlip = frictionSlip;
applyInfo();
}
/**
* Read this wheel's roll influence.
*
* @return the roll-influence factor
*/
public float getRollInfluence() {
return rollInfluence;
}
/**
* reduces the rolling torque applied from the wheels that cause the vehicle to roll over.
* This is a bit of a hack, but it's quite effective. 0.0 = no roll, 1.0 = physical behaviour.
* If m_frictionSlip is too high, you'll need to reduce this to stop the vehicle rolling over.
* You should also try lowering the vehicle's centre of mass
* @param rollInfluence the rollInfluence to set
* Alter this wheel's roll influence.
* <p>
* The roll-influence factor reduces (or magnifies) the torque contributed
* by this wheel that tends to cause the vehicle to roll over. This is a bit
* of a hack, but it's quite effective.
* <p>
* If the friction between the tyres and the ground is too high, you may
* reduce this factor to prevent the vehicle from rolling over. You should
* also try lowering the vehicle's centre of mass.
*
* @param rollInfluence the desired roll-influence factor (0&rarr;no roll
* torque, 1&rarr;realistic behaviour, default=1)
*/
public void setRollInfluence(float rollInfluence) {
this.rollInfluence = rollInfluence;
applyInfo();
}
/**
* Read the travel distance for this wheel's suspension.
*
* @return the maximum travel distance (in centimeters)
*/
public float getMaxSuspensionTravelCm() {
return maxSuspensionTravelCm;
}
/**
* the maximum distance the suspension can be compressed (centimetres)
* @param maxSuspensionTravelCm
* Alter the travel distance for this wheel's suspension.
*
* @param maxSuspensionTravelCm the desired maximum travel distance (in
* centimetres, default=500)
*/
public void setMaxSuspensionTravelCm(float maxSuspensionTravelCm) {
this.maxSuspensionTravelCm = maxSuspensionTravelCm;
applyInfo();
}
/**
* Read the maximum force exerted by this wheel's suspension.
*
* @return the maximum force
*/
public float getMaxSuspensionForce() {
return maxSuspensionForce;
}
/**
* The maximum suspension force, raise this above the default 6000 if your suspension cannot
* handle the weight of your vehicle.
* @param maxSuspensionTravelCm
* Alter the maximum force exerted by this wheel's suspension.
* <p>
* Increase this if your suspension cannot handle the weight of your
* vehicle.
*
* @param maxSuspensionForce the desired maximum force (default=6000)
*/
public void setMaxSuspensionForce(float maxSuspensionForce) {
this.maxSuspensionForce = maxSuspensionForce;
@ -269,19 +476,40 @@ public class VehicleWheel implements Savable {
boolean frontWheel,
float suspensionRestLength);
/**
* Read the radius of this wheel.
*
* @return the radius (in physics-space units, &ge;0)
*/
public float getRadius() {
return radius;
}
/**
* Alter the radius of this wheel.
*
* @param radius the desired radius (in physics-space units, &ge;0,
* default=0.5)
*/
public void setRadius(float radius) {
this.radius = radius;
applyInfo();
}
/**
* Read the rest length of this wheel.
*
* @return the length
*/
public float getRestLength() {
return restLength;
}
/**
* Alter the rest length of the suspension of this wheel.
*
* @param restLength the desired length (default=1)
*/
public void setRestLength(float restLength) {
this.restLength = restLength;
applyInfo();
@ -303,7 +531,10 @@ public class VehicleWheel implements Savable {
}
/**
* returns the location where the wheel collides with the ground (world space)
* Copy the location where the wheel touches the ground.
*
* @param vec storage for the result (not null, modified)
* @return a new location vector (in physics-space coordinates, not null)
*/
public Vector3f getCollisionLocation(Vector3f vec) {
getCollisionLocation(wheelId, wheelIndex, vec);
@ -313,7 +544,9 @@ public class VehicleWheel implements Savable {
private native void getCollisionLocation(long wheelId, int wheelIndex, Vector3f vec);
/**
* returns the location where the wheel collides with the ground (world space)
* Copy the location where the wheel collides with the ground.
*
* @return a new location vector (in physics-space coordinates)
*/
public Vector3f getCollisionLocation() {
Vector3f vec = new Vector3f();
@ -322,7 +555,10 @@ public class VehicleWheel implements Savable {
}
/**
* returns the normal where the wheel collides with the ground (world space)
* Copy the normal where the wheel touches the ground.
*
* @param vec storage for the result (not null, modified)
* @return a unit vector (in physics-space coordinates, not null)
*/
public Vector3f getCollisionNormal(Vector3f vec) {
getCollisionNormal(wheelId, wheelIndex, vec);
@ -332,7 +568,9 @@ public class VehicleWheel implements Savable {
private native void getCollisionNormal(long wheelId, int wheelIndex, Vector3f vec);
/**
* returns the normal where the wheel collides with the ground (world space)
* Copy the normal where the wheel touches the ground.
*
* @return a new unit vector (in physics-space coordinates, not null)
*/
public Vector3f getCollisionNormal() {
Vector3f vec = new Vector3f();
@ -341,8 +579,11 @@ public class VehicleWheel implements Savable {
}
/**
* returns how much the wheel skids on the ground (for skid sounds/smoke etc.)<br>
* 0.0 = wheels are sliding, 1.0 = wheels have traction.
* Calculate to what extent the wheel is skidding (for skid sounds/smoke
* etc.)
*
* @return the relative amount of traction (0&rarr;wheel is sliding,
* 1&rarr;wheel has full traction)
*/
public float getSkidInfo() {
return getSkidInfo(wheelId, wheelIndex);
@ -351,8 +592,9 @@ public class VehicleWheel implements Savable {
public native float getSkidInfo(long wheelId, int wheelIndex);
/**
* returns how many degrees the wheel has turned since the last physics
* step.
* Calculate how much this wheel has turned since the last physics step.
*
* @return the rotation angle (in radians)
*/
public float getDeltaRotation() {
return getDeltaRotation(wheelId, wheelIndex);
@ -360,6 +602,12 @@ public class VehicleWheel implements Savable {
public native float getDeltaRotation(long wheelId, int wheelIndex);
/**
* De-serialize this wheel, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule capsule = im.getCapsule(this);
@ -379,6 +627,12 @@ public class VehicleWheel implements Savable {
restLength = capsule.readFloat("restLength", 1f);
}
/**
* Serialize this wheel, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
@ -399,41 +653,59 @@ public class VehicleWheel implements Savable {
}
/**
* @return the wheelSpatial
* Access the spatial associated with this wheel.
*
* @return the pre-existing instance, or null
*/
public Spatial getWheelSpatial() {
return wheelSpatial;
}
/**
* @param wheelSpatial the wheelSpatial to set
* Alter which spatial is associated with this wheel.
*
* @param wheelSpatial the desired spatial, or null for none
*/
public void setWheelSpatial(Spatial wheelSpatial) {
this.wheelSpatial = wheelSpatial;
}
/**
* Test whether physics coordinates should match the local transform of the
* Spatial.
*
* @return true if matching local transform, false if matching world
* transform
*/
public boolean isApplyLocal() {
return applyLocal;
}
/**
* Alter whether physics coordinates should match the local transform of the
* Spatial.
*
* @param applyLocal true&rarr;match local transform, false&rarr;match world
* transform (default=false)
*/
public void setApplyLocal(boolean applyLocal) {
this.applyLocal = applyLocal;
}
/**
* write the content of the wheelWorldRotation into the store
*
* @param store
*/
* Copy this wheel's physics-space orientation to the specified quaternion.
*
* @param store storage for the result (not null, modified)
*/
public void getWheelWorldRotation(final Quaternion store) {
store.set(this.wheelWorldRotation);
}
/**
* write the content of the wheelWorldLocation into the store
*
* @param store
*/
* Copy this wheel's physics-space location to the specified vector.
*
* @param store storage for the result (not null, modified)
*/
public void getWheelWorldLocation(final Vector3f store) {
store.set(this.wheelWorldLocation);
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -40,8 +40,8 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* stores transform info of a PhysicsNode in a threadsafe manner to
* allow multithreaded access from the jme scenegraph and the bullet physicsspace
* The motion state (transform) of a rigid body, with thread-safe access.
*
* @author normenhansen
*/
public class RigidBodyMotionState {
@ -51,9 +51,16 @@ public class RigidBodyMotionState {
private Quaternion worldRotationQuat = new Quaternion();
private Quaternion tmp_inverseWorldRotation = new Quaternion();
private PhysicsVehicle vehicle;
/**
* true &rarr; physics coordinates match local transform, false &rarr;
* physics coordinates match world transform
*/
private boolean applyPhysicsLocal = false;
// protected LinkedList<PhysicsMotionStateListener> listeners = new LinkedList<PhysicsMotionStateListener>();
/**
* Instantiate a motion state.
*/
public RigidBodyMotionState() {
this.motionStateId = createMotionState();
Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created MotionState {0}", Long.toHexString(motionStateId));
@ -62,8 +69,11 @@ public class RigidBodyMotionState {
private native long createMotionState();
/**
* applies the current transform to the given jme Node if the location has been updated on the physics side
* @param spatial
* If the motion state has been updated, apply the new transform to the
* specified spatial.
*
* @param spatial where to apply the physics transform (not null, modified)
* @return true if changed
*/
public boolean applyTransform(Spatial spatial) {
Vector3f localLocation = spatial.getLocalTranslation();
@ -97,7 +107,10 @@ public class RigidBodyMotionState {
private native boolean applyTransform(long stateId, Vector3f location, Quaternion rotation);
/**
* @return the worldLocation
* Copy the location from this motion state.
*
* @return the pre-existing location vector (in physics-space coordinates,
* not null)
*/
public Vector3f getWorldLocation() {
getWorldLocation(motionStateId, worldLocation);
@ -107,7 +120,10 @@ public class RigidBodyMotionState {
private native void getWorldLocation(long stateId, Vector3f vec);
/**
* @return the worldRotation
* Read the rotation of this motion state (as a matrix).
*
* @return the pre-existing rotation matrix (in physics-space coordinates,
* not null)
*/
public Matrix3f getWorldRotation() {
getWorldRotation(motionStateId, worldRotation);
@ -117,7 +133,10 @@ public class RigidBodyMotionState {
private native void getWorldRotation(long stateId, Matrix3f vec);
/**
* @return the worldRotationQuat
* Read the rotation of this motion state (as a quaternion).
*
* @return the pre-existing instance (in physics-space coordinates, not
* null)
*/
public Quaternion getWorldRotationQuat() {
getWorldRotationQuat(motionStateId, worldRotationQuat);
@ -127,20 +146,39 @@ public class RigidBodyMotionState {
private native void getWorldRotationQuat(long stateId, Quaternion vec);
/**
* @param vehicle the vehicle to set
* @param vehicle which vehicle will use this motion state
*/
public void setVehicle(PhysicsVehicle vehicle) {
this.vehicle = vehicle;
}
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return applyPhysicsLocal;
}
/**
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal true&rarr;match local coordinates,
* false&rarr;match world coordinates (default is false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
this.applyPhysicsLocal = applyPhysicsLocal;
}
/**
* Read the unique id of the native object.
*
* @return id (not zero)
*/
public long getObjectId(){
return motionStateId;
}
@ -152,6 +190,12 @@ public class RigidBodyMotionState {
// listeners.remove(listener);
// }
/**
* Finalize this motion state just before it is destroyed. Should be invoked
* only by a subclass or by the garbage collector.
*
* @throws Throwable ignored by the garbage collector
*/
@Override
protected void finalize() throws Throwable {
super.finalize();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -32,14 +32,35 @@
package com.jme3.bullet.objects.infos;
/**
*
* Typical tuning parameters for a PhysicsVehicle.
*
* @author normenhansen
*/
public class VehicleTuning {
/**
* suspension stiffness constant (10&rarr;off-road buggy, 50&rarr;sports
* car, 200&rarr;Formula-1 race car, default=5.88)
*/
public float suspensionStiffness = 5.88f;
/**
* suspension damping when compressed (0&rarr;no damping, default=0.83)
*/
public float suspensionCompression = 0.83f;
/**
* suspension damping when expanded (0&rarr;no damping, default=0.88)
*/
public float suspensionDamping = 0.88f;
/**
* maximum suspension travel distance (in centimeters, default=500)
*/
public float maxSuspensionTravelCm = 500f;
/**
* maximum force exerted by each wheel's suspension (default=6000)
*/
public float maxSuspensionForce = 6000f;
/**
* coefficient of friction between tyres and ground (0.8&rarr;realistic car,
* 10000&rarr;kart racer, default=10.5)
*/
public float frictionSlip = 10.5f;
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -44,6 +44,17 @@ public class DebugMeshCallback {
private ArrayList<Vector3f> list = new ArrayList<Vector3f>();
/**
* Add a vertex to the mesh under construction.
* <p>
* This method is invoked from native code.
*
* @param x local X coordinate of new vertex
* @param y local Y coordinate of new vertex
* @param z local Z coordinate of new vertex
* @param part ignored
* @param index ignored
*/
public void addVector(float x, float y, float z, int part, int index) {
list.add(new Vector3f(x, y, z));
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2017 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -57,10 +57,13 @@ public class DebugShapeFactory {
// private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);
/**
* Creates a debug shape from the given collision shape. This is mostly used internally.<br>
* To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
* @param collisionShape
* @return
* Create a debug spatial from the specified collision shape.
* <p>
* This is mostly used internally. To attach a debug shape to a physics
* object, call <code>attachDebugShape(AssetManager manager);</code> on it.
*
* @param collisionShape the shape to visualize (may be null, unaffected)
* @return a new tree of geometries, or null
*/
public static Spatial getDebugShape(CollisionShape collisionShape) {
if (collisionShape == null) {
@ -102,6 +105,12 @@ public class DebugShapeFactory {
return debugShape;
}
/**
* Create a geometry for visualizing the specified shape.
*
* @param shape (not null, unaffected)
* @return a new geometry (not null)
*/
private static Geometry createDebugShape(CollisionShape shape) {
Geometry geom = new Geometry();
geom.setMesh(DebugShapeFactory.getDebugMesh(shape));
@ -110,6 +119,12 @@ public class DebugShapeFactory {
return geom;
}
/**
* Create a mesh for visualizing the specified shape.
*
* @param shape (not null, unaffected)
* @return a new mesh (not null)
*/
public static Mesh getDebugMesh(CollisionShape shape) {
Mesh mesh = new Mesh();
DebugMeshCallback callback = new DebugMeshCallback();

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