- add some bullet javadoc
- remove deprecated bullet classes git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7065 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -16,4 +16,13 @@ public interface PhysicsControl extends Control {
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public void setPhysicsSpace(PhysicsSpace space);
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public void setPhysicsSpace(PhysicsSpace space);
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public PhysicsSpace getPhysicsSpace();
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public PhysicsSpace getPhysicsSpace();
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/**
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* The physics object is removed from the physics space when the control
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* is disabled. When the control is enabled again the physics object is
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* moved to the current location of the spatial and then added to the physics
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* space. This allows disabling/enabling physics to move the spatial freely.
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* @param state
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*/
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public void setEnabled(boolean state);
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}
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}
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@ -52,7 +52,7 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
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}
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}
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/**
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/**
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* Creates a new PhysicsNode with the supplied collision shape
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* Creates a new PhysicsNode with the supplied collision shape and mass 1
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* @param child
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* @param child
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* @param shape
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* @param shape
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*/
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*/
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@ -179,7 +179,7 @@ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl
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/**
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/**
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* When set to true, the physics coordinates will be applied to the local
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* When set to true, the physics coordinates will be applied to the local
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* translation of the Spatial
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* translation of the Spatial instead of the world traslation.
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* @param applyPhysicsLocal
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* @param applyPhysicsLocal
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*/
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*/
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public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
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public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
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@ -1,205 +0,0 @@
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet.nodes;
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import com.jme3.asset.AssetManager;
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import com.jme3.bullet.collision.PhysicsCollisionObject;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.material.Material;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Node;
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import java.io.IOException;
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/**
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* Base class for Physics Nodes (PhysicsNode, PhysicsGhostNode)
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* @author normenhansen
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* @deprecated in favor of physics Controls
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*/
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@Deprecated
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public abstract class PhysicsBaseNode extends Node {
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protected PhysicsCollisionObject collisionObject;
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protected Quaternion tmp_inverseWorldRotation = new Quaternion();
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public void updatePhysicsState() {
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}
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/**
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* Sets a CollisionShape to this physics object, note that the object should
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* not be in the physics space when adding a new collision shape as it is rebuilt
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* on the physics side.
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* @param collisionShape the CollisionShape to set
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*/
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public void setCollisionShape(CollisionShape collisionShape) {
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collisionObject.setCollisionShape(collisionShape);
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}
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/**
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* @return the CollisionShape of this PhysicsNode, to be able to reuse it with
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* other physics nodes (increases performance)
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*/
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public CollisionShape getCollisionShape() {
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return collisionObject.getCollisionShape();
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}
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/**
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* Returns the collision group for this collision shape
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* @return
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*/
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public int getCollisionGroup() {
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return collisionObject.getCollisionGroup();
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}
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/**
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* Sets the collision group number for this physics object. <br>
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* The groups are integer bit masks and some pre-made variables are available in CollisionObject.
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* All physics objects are by default in COLLISION_GROUP_01.<br>
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* Two object will collide when <b>one</b> of the partys has the
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* collisionGroup of the other in its collideWithGroups set.
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* @param collisionGroup the collisionGroup to set
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*/
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public void setCollisionGroup(int collisionGroup) {
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collisionObject.setCollisionGroup(collisionGroup);
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}
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/**
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* Add a group that this object will collide with.<br>
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* Two object will collide when <b>one</b> of the partys has the
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* collisionGroup of the other in its collideWithGroups set.<br>
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* @param collisionGroup
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*/
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public void addCollideWithGroup(int collisionGroup) {
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collisionObject.addCollideWithGroup(collisionGroup);
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}
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/**
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* Remove a group from the list this object collides with.
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* @param collisionGroup
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*/
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public void removeCollideWithGroup(int collisionGroup) {
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collisionObject.removeCollideWithGroup(collisionGroup);
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}
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/**
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* Directly set the bitmask for collision groups that this object collides with.
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* @param collisionGroup
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*/
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public void setCollideWithGroups(int collisionGroups) {
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collisionObject.setCollideWithGroups(collisionGroups);
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}
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/**
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* Gets the bitmask of collision groups that this object collides with.
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* @return
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*/
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public int getCollideWithGroups() {
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return collisionObject.getCollideWithGroups();
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}
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/**
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* computes the local translation from the parameter translation and sets it as new
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* local translation<br>
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* This should only be called from the physics thread to update the jme spatial
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* @param translation new world translation of this spatial.
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* @return the computed local translation
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*/
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public Vector3f setWorldTranslation(Vector3f translation) {
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Vector3f localTranslation = super.getLocalTranslation();
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if (parent != null) {
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localTranslation.set(translation).subtractLocal(parent.getWorldTranslation());
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localTranslation.divideLocal(parent.getWorldScale());
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tmp_inverseWorldRotation.set(parent.getWorldRotation()).inverseLocal().multLocal(localTranslation);
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} else {
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localTranslation.set(translation);
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}
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super.setLocalTranslation(localTranslation);
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return localTranslation;
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}
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/**
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* computes the local rotation from the parameter rot and sets it as new
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* local rotation<br>
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* This should only be called from the physics thread to update the jme spatial
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* @param rot new world rotation of this spatial.
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* @return the computed local rotation
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*/
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public Quaternion setWorldRotation(Quaternion rot) {
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Quaternion localRotation = super.getLocalRotation();
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if (parent != null) {
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tmp_inverseWorldRotation.set(parent.getWorldRotation()).inverseLocal().mult(rot, localRotation);
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} else {
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localRotation.set(rot);
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}
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super.setLocalRotation(localRotation);
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return localRotation;
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}
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/**
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* Attaches a visual debug shape of the current collision shape to this physics object<br/>
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* <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b>
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* @param manager AssetManager to load the default wireframe material for the debug shape
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*/
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public void attachDebugShape(AssetManager manager) {
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collisionObject.attachDebugShape(manager);
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}
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public void attachDebugShape(Material material) {
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collisionObject.attachDebugShape(material);
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}
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/**
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* Detaches the debug shape
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*/
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public void detachDebugShape() {
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collisionObject.detachDebugShape();
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}
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@Override
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public void write(JmeExporter e) throws IOException {
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super.write(e);
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OutputCapsule capsule = e.getCapsule(this);
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capsule.write(collisionObject, "collisionObject", null);
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}
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@Override
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public void read(JmeImporter e) throws IOException {
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super.read(e);
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InputCapsule capsule = e.getCapsule(this);
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collisionObject = (PhysicsCollisionObject) capsule.readSavable("collisionObject", null);
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}
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}
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@ -1,182 +0,0 @@
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet.nodes;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Spatial;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.bullet.control.CharacterControl;
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import com.jme3.bullet.objects.PhysicsCharacter;
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import com.jme3.bullet.objects.PhysicsGhostObject;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.math.Matrix3f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Transform;
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import java.io.IOException;
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/**
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*
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* @author normenhansen
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* @deprecated in favor of physics Controls
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*/
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@Deprecated
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public class PhysicsCharacterNode extends PhysicsBaseNode {
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public PhysicsCharacterNode() {
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}
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public PhysicsCharacterNode(CollisionShape shape, float stepHeight) {
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collisionObject = new CharacterControl(shape, stepHeight);
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addControl((CharacterControl)collisionObject);
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}
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public PhysicsCharacterNode(Spatial spat, CollisionShape shape, float stepHeight) {
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collisionObject = new CharacterControl(shape, stepHeight);
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addControl((CharacterControl)collisionObject);
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attachChild(spat);
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}
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public void warp(Vector3f location) {
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((PhysicsCharacter)collisionObject).warp(location);
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}
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@Override
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public void setLocalTransform(Transform t) {
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super.setLocalTransform(t);
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((CharacterControl)collisionObject).setPhysicsLocation(getWorldTranslation());
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}
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@Override
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public void setLocalTranslation(Vector3f localTranslation) {
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super.setLocalTranslation(localTranslation);
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((CharacterControl)collisionObject).setPhysicsLocation(getWorldTranslation());
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}
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@Override
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public void setLocalTranslation(float x, float y, float z) {
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super.setLocalTranslation(x, y, z);
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((CharacterControl)collisionObject).setPhysicsLocation(getWorldTranslation());
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}
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@Override
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public void setLocalRotation(Matrix3f rotation) {
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super.setLocalRotation(rotation);
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}
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@Override
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public void setLocalRotation(Quaternion quaternion) {
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super.setLocalRotation(quaternion);
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}
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/**
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* set the walk direction, works continuously
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* @param vec the walk direction to set
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*/
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public void setWalkDirection(Vector3f vec) {
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((PhysicsCharacter)collisionObject).setWalkDirection(vec);
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}
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public void setUpAxis(int axis) {
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((PhysicsCharacter)collisionObject).setUpAxis(axis);
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}
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public int getUpAxis() {
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return ((PhysicsCharacter)collisionObject).getUpAxis();
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}
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public void setFallSpeed(float fallSpeed) {
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((PhysicsCharacter)collisionObject).setFallSpeed(fallSpeed);
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}
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public float getFallSpeed() {
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return ((PhysicsCharacter)collisionObject).getFallSpeed();
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}
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public void setJumpSpeed(float jumpSpeed) {
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((PhysicsCharacter)collisionObject).setJumpSpeed(jumpSpeed);
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}
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public float getJumpSpeed() {
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return ((PhysicsCharacter)collisionObject).getJumpSpeed();
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}
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public void setGravity(float value) {
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((PhysicsCharacter)collisionObject).setGravity(value);
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}
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public float getGravity() {
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return ((PhysicsCharacter)collisionObject).getGravity();
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}
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public void setMaxSlope(float slopeRadians) {
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((PhysicsCharacter)collisionObject).setMaxSlope(slopeRadians);
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}
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public float getMaxSlope() {
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return ((PhysicsCharacter)collisionObject).getMaxSlope();
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}
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public boolean onGround() {
|
|
||||||
return ((PhysicsCharacter)collisionObject).onGround();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void jump() {
|
|
||||||
((PhysicsCharacter)collisionObject).jump();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setCollisionShape(CollisionShape collisionShape) {
|
|
||||||
((PhysicsCharacter)collisionObject).setCollisionShape(collisionShape);
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsCharacter getPhysicsCharacter() {
|
|
||||||
return ((PhysicsCharacter)collisionObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void destroy() {
|
|
||||||
((PhysicsCharacter)collisionObject).destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void write(JmeExporter e) throws IOException {
|
|
||||||
super.write(e);
|
|
||||||
OutputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void read(JmeImporter e) throws IOException {
|
|
||||||
super.read(e);
|
|
||||||
InputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,186 +0,0 @@
|
|||||||
/*
|
|
||||||
* Copyright (c) 2009-2010 jMonkeyEngine
|
|
||||||
* All rights reserved.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are
|
|
||||||
* met:
|
|
||||||
*
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
*
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
*
|
|
||||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
|
||||||
* may be used to endorse or promote products derived from this software
|
|
||||||
* without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
||||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
||||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
||||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
||||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
||||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
||||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
||||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
package com.jme3.bullet.nodes;
|
|
||||||
|
|
||||||
import com.jme3.scene.Spatial;
|
|
||||||
import com.jme3.bullet.collision.PhysicsCollisionObject;
|
|
||||||
import com.jme3.bullet.collision.shapes.CollisionShape;
|
|
||||||
import com.jme3.bullet.control.GhostControl;
|
|
||||||
import com.jme3.bullet.objects.PhysicsGhostObject;
|
|
||||||
import com.jme3.export.InputCapsule;
|
|
||||||
import com.jme3.export.JmeExporter;
|
|
||||||
import com.jme3.export.JmeImporter;
|
|
||||||
import com.jme3.export.OutputCapsule;
|
|
||||||
import com.jme3.math.Matrix3f;
|
|
||||||
import com.jme3.math.Quaternion;
|
|
||||||
import com.jme3.math.Transform;
|
|
||||||
import com.jme3.math.Vector3f;
|
|
||||||
import java.io.IOException;
|
|
||||||
import java.util.List;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* <i>From Bullet manual:</i><br>
|
|
||||||
* GhostObject can keep track of all objects that are overlapping.
|
|
||||||
* By default, this overlap is based on the AABB.
|
|
||||||
* This is useful for creating a character controller,
|
|
||||||
* collision sensors/triggers, explosions etc.<br>
|
|
||||||
* @author normenhansen
|
|
||||||
* @deprecated in favor of physics Controls
|
|
||||||
*/
|
|
||||||
@Deprecated
|
|
||||||
public class PhysicsGhostNode extends PhysicsBaseNode {
|
|
||||||
|
|
||||||
// protected PhysicsGhostControl gObject;
|
|
||||||
|
|
||||||
public PhysicsGhostNode() {
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsGhostNode(CollisionShape shape) {
|
|
||||||
collisionObject=new GhostControl(shape);
|
|
||||||
addControl(((GhostControl)collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsGhostNode(Spatial child, CollisionShape shape) {
|
|
||||||
collisionObject=new GhostControl(shape);
|
|
||||||
addControl(((GhostControl)collisionObject));
|
|
||||||
attachChild(child);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setCollisionShape(CollisionShape collisionShape) {
|
|
||||||
((GhostControl)collisionObject).setCollisionShape(collisionShape);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTransform(Transform t) {
|
|
||||||
super.setLocalTransform(t);
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTranslation(Vector3f localTranslation) {
|
|
||||||
super.setLocalTranslation(localTranslation);
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTranslation(float x, float y, float z) {
|
|
||||||
super.setLocalTranslation(x, y, z);
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalRotation(Matrix3f rotation) {
|
|
||||||
super.setLocalRotation(rotation);
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalRotation(Quaternion quaternion) {
|
|
||||||
super.setLocalRotation(quaternion);
|
|
||||||
((PhysicsGhostObject)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* used internally
|
|
||||||
*/
|
|
||||||
public PhysicsGhostObject getGhostObject() {
|
|
||||||
return ((GhostControl)collisionObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* destroys this PhysicsGhostNode and removes it from memory
|
|
||||||
*/
|
|
||||||
public void destroy() {
|
|
||||||
((GhostControl)collisionObject).destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Another Object is overlapping with this GhostNode,
|
|
||||||
* if and if only there CollisionShapes overlaps.
|
|
||||||
* They could be both regular PhysicsNodes or PhysicsGhostNode.
|
|
||||||
* @return All CollisionObjects overlapping with this GhostNode.
|
|
||||||
*/
|
|
||||||
public List<PhysicsCollisionObject> getOverlappingObjects() {
|
|
||||||
return ((GhostControl)collisionObject).getOverlappingObjects();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
* @return With how many other CollisionObjects this GhostNode is currently overlapping.
|
|
||||||
*/
|
|
||||||
public int getOverlappingCount() {
|
|
||||||
return ((GhostControl)collisionObject).getOverlappingCount();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
* @param index The index of the overlapping Node to retrieve.
|
|
||||||
* @return The Overlapping CollisionObject at the given index.
|
|
||||||
*/
|
|
||||||
public PhysicsCollisionObject getOverlapping(int index) {
|
|
||||||
return ((GhostControl)collisionObject).getOverlapping(index);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setCcdSweptSphereRadius(float radius) {
|
|
||||||
((GhostControl)collisionObject).setCcdSweptSphereRadius(radius);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setCcdMotionThreshold(float threshold) {
|
|
||||||
((GhostControl)collisionObject).setCcdMotionThreshold(threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdSweptSphereRadius() {
|
|
||||||
return ((GhostControl)collisionObject).getCcdSweptSphereRadius();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdMotionThreshold() {
|
|
||||||
return ((GhostControl)collisionObject).getCcdMotionThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdSquareMotionThreshold() {
|
|
||||||
return ((GhostControl)collisionObject).getCcdSquareMotionThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void write(JmeExporter e) throws IOException {
|
|
||||||
super.write(e);
|
|
||||||
OutputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void read(JmeImporter e) throws IOException {
|
|
||||||
super.read(e);
|
|
||||||
InputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,624 +0,0 @@
|
|||||||
/*
|
|
||||||
* Copyright (c) 2009-2010 jMonkeyEngine
|
|
||||||
* All rights reserved.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are
|
|
||||||
* met:
|
|
||||||
*
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
*
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
*
|
|
||||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
|
||||||
* may be used to endorse or promote products derived from this software
|
|
||||||
* without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
||||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
||||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
||||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
||||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
||||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
||||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
||||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
package com.jme3.bullet.nodes;
|
|
||||||
|
|
||||||
import com.jme3.asset.AssetManager;
|
|
||||||
import com.jme3.math.Quaternion;
|
|
||||||
import com.jme3.math.Transform;
|
|
||||||
import com.jme3.math.Vector3f;
|
|
||||||
import com.jme3.scene.Spatial;
|
|
||||||
import com.jme3.bullet.collision.shapes.CollisionShape;
|
|
||||||
import com.jme3.bullet.control.RigidBodyControl;
|
|
||||||
import com.jme3.bullet.joints.PhysicsJoint;
|
|
||||||
import com.jme3.bullet.objects.PhysicsRigidBody;
|
|
||||||
import com.jme3.export.InputCapsule;
|
|
||||||
import com.jme3.export.JmeExporter;
|
|
||||||
import com.jme3.export.JmeImporter;
|
|
||||||
import com.jme3.export.OutputCapsule;
|
|
||||||
import com.jme3.material.Material;
|
|
||||||
import com.jme3.math.Matrix3f;
|
|
||||||
import java.io.IOException;
|
|
||||||
import java.util.List;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* <p>PhysicsNode - Basic physics object</p>
|
|
||||||
* @author normenhansen
|
|
||||||
* @deprecated in favor of physics Controls
|
|
||||||
*/
|
|
||||||
@Deprecated
|
|
||||||
public class PhysicsNode extends PhysicsBaseNode {
|
|
||||||
|
|
||||||
protected Vector3f continuousForce = new Vector3f();
|
|
||||||
protected Vector3f continuousForceLocation = new Vector3f();
|
|
||||||
protected Vector3f continuousTorque = new Vector3f();
|
|
||||||
protected boolean applyForce = false;
|
|
||||||
protected boolean applyTorque = false;
|
|
||||||
|
|
||||||
public PhysicsNode() {
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new PhysicsNode with the supplied collision shape
|
|
||||||
* @param child
|
|
||||||
* @param shape
|
|
||||||
*/
|
|
||||||
public PhysicsNode(CollisionShape shape) {
|
|
||||||
collisionObject = new RigidBodyControl(shape);
|
|
||||||
addControl(((RigidBodyControl)collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsNode(CollisionShape shape, float mass) {
|
|
||||||
collisionObject = new RigidBodyControl(shape, mass);
|
|
||||||
addControl(((RigidBodyControl)collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new PhysicsNode with the supplied child node or geometry and
|
|
||||||
* sets the supplied collision shape to the PhysicsNode
|
|
||||||
* @param child
|
|
||||||
* @param shape
|
|
||||||
*/
|
|
||||||
public PhysicsNode(Spatial child, CollisionShape shape) {
|
|
||||||
this(child, shape, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new PhysicsNode with the supplied child node or geometry and
|
|
||||||
* uses the supplied collision shape for that PhysicsNode<br>
|
|
||||||
* @param child
|
|
||||||
* @param shape
|
|
||||||
*/
|
|
||||||
public PhysicsNode(Spatial child, CollisionShape shape, float mass) {
|
|
||||||
collisionObject = new RigidBodyControl(shape, mass);
|
|
||||||
addControl(((RigidBodyControl)collisionObject));
|
|
||||||
attachChild(child);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTransform(Transform t) {
|
|
||||||
super.setLocalTransform(t);
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTranslation(Vector3f localTranslation) {
|
|
||||||
super.setLocalTranslation(localTranslation);
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalTranslation(float x, float y, float z) {
|
|
||||||
super.setLocalTranslation(x, y, z);
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsLocation(getWorldTranslation());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalRotation(Matrix3f rotation) {
|
|
||||||
super.setLocalRotation(rotation);
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void setLocalRotation(Quaternion quaternion) {
|
|
||||||
super.setLocalRotation(quaternion);
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsRotation(getWorldRotation().toRotationMatrix());
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This is normally only needed when using detached physics
|
|
||||||
* @param location the location of the actual physics object
|
|
||||||
*/
|
|
||||||
public void setPhysicsLocation(Vector3f location) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsLocation(location);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This is normally only needed when using detached physics
|
|
||||||
* @param rotation the rotation of the actual physics object
|
|
||||||
*/
|
|
||||||
public void setPhysicsRotation(Matrix3f rotation) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setPhysicsRotation(rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This is normally only needed when using detached physics
|
|
||||||
* @param location the location of the actual physics object is stored in this Vector3f
|
|
||||||
*/
|
|
||||||
public void getPhysicsLocation(Vector3f location) {
|
|
||||||
((PhysicsRigidBody)collisionObject).getPhysicsLocation(location);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This is normally only needed when using detached physics
|
|
||||||
* @param rotation the rotation of the actual physics object is stored in this Matrix3f
|
|
||||||
*/
|
|
||||||
public void getPhysicsRotation(Matrix3f rotation) {
|
|
||||||
((PhysicsRigidBody)collisionObject).getPhysicsRotationMatrix(rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the node to kinematic mode. in this mode the node is not affected by physics
|
|
||||||
* but affects other physics objects. Iits kinetic force is calculated by the amount
|
|
||||||
* of movement it is exposed to and its weight.
|
|
||||||
* @param kinematic
|
|
||||||
*/
|
|
||||||
public void setKinematic(boolean kinematic) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setKinematic(kinematic);
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean isKinematic() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).isKinematic();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setCcdSweptSphereRadius(float radius) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setCcdSweptSphereRadius(radius);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
|
|
||||||
* Set to zero to disable (default)
|
|
||||||
* @param threshold
|
|
||||||
*/
|
|
||||||
public void setCcdMotionThreshold(float threshold) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setCcdMotionThreshold(threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdSweptSphereRadius() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getCcdSweptSphereRadius();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdMotionThreshold() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getCcdMotionThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getCcdSquareMotionThreshold() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getCcdSquareMotionThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getMass() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getMass();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the mass of this PhysicsNode, objects with mass=0 are static.
|
|
||||||
* @param mass
|
|
||||||
*/
|
|
||||||
public void setMass(float mass) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setMass(mass);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3f getGravity() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getGravity();
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3f getGravity(Vector3f gravity) {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getGravity(gravity);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Set the local gravity of this PhysicsNode<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
|
|
||||||
*/
|
|
||||||
public void setGravity(Vector3f gravity) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setGravity(gravity);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getFriction() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getFriction();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the friction of this physics object
|
|
||||||
* @param friction the friction of this physics object
|
|
||||||
*/
|
|
||||||
public void setFriction(float friction) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setFriction(friction);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setDamping(float linearDamping, float angularDamping) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setDamping(linearDamping, angularDamping);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setLinearDamping(float linearDamping) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setLinearDamping(linearDamping);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setAngularDamping(float angularDamping) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setAngularDamping(angularDamping);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getLinearDamping() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getLinearDamping();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getAngularDamping() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getAngularDamping();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getRestitution() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getRestitution();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The "bouncyness" of the PhysicsNode, best performance if restitution=0
|
|
||||||
* @param restitution
|
|
||||||
*/
|
|
||||||
public void setRestitution(float restitution) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setRestitution(restitution);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current angular velocity of this PhysicsNode
|
|
||||||
* @return the current linear velocity
|
|
||||||
*/
|
|
||||||
public Vector3f getAngularVelocity() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getAngularVelocity();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current angular velocity of this PhysicsNode
|
|
||||||
* @param vec the vector to store the velocity in
|
|
||||||
*/
|
|
||||||
public void getAngularVelocity(Vector3f vec) {
|
|
||||||
((PhysicsRigidBody)collisionObject).getAngularVelocity(vec);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the angular velocity of this PhysicsNode
|
|
||||||
* @param vec the angular velocity of this PhysicsNode
|
|
||||||
*/
|
|
||||||
public void setAngularVelocity(Vector3f vec) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setAngularVelocity(vec);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current linear velocity of this PhysicsNode
|
|
||||||
* @return the current linear velocity
|
|
||||||
*/
|
|
||||||
public Vector3f getLinearVelocity() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getLinearVelocity();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current linear velocity of this PhysicsNode
|
|
||||||
* @param vec the vector to store the velocity in
|
|
||||||
*/
|
|
||||||
public void getLinearVelocity(Vector3f vec) {
|
|
||||||
((PhysicsRigidBody)collisionObject).getLinearVelocity(vec);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the linear velocity of this PhysicsNode
|
|
||||||
* @param vec the linear velocity of this PhysicsNode
|
|
||||||
*/
|
|
||||||
public void setLinearVelocity(Vector3f vec) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setLinearVelocity(vec);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void updateLogicalState(float tpf) {
|
|
||||||
super.updateLogicalState(tpf);
|
|
||||||
if (applyForce) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyForce(continuousForce,continuousForceLocation);
|
|
||||||
}
|
|
||||||
if (applyTorque) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyTorque(continuousTorque);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the currently applied continuous force
|
|
||||||
* @param vec the vector to store the continuous force in
|
|
||||||
* @return null if no force is applied
|
|
||||||
*/
|
|
||||||
public synchronized Vector3f getContinuousForce(Vector3f vec) {
|
|
||||||
if (applyForce) {
|
|
||||||
return vec.set(continuousForce);
|
|
||||||
} else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* get the currently applied continuous force
|
|
||||||
* @return null if no force is applied
|
|
||||||
*/
|
|
||||||
public synchronized Vector3f getContinuousForce() {
|
|
||||||
if (applyForce) {
|
|
||||||
return continuousForce;
|
|
||||||
} else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the currently applied continuous force location
|
|
||||||
* @return null if no force is applied
|
|
||||||
*/
|
|
||||||
public synchronized Vector3f getContinuousForceLocation() {
|
|
||||||
if (applyForce) {
|
|
||||||
return continuousForceLocation;
|
|
||||||
} else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a continuous force to this PhysicsNode, the force is updated automatically each
|
|
||||||
* tick so you only need to set it once and then set it to false to stop applying
|
|
||||||
* the force.
|
|
||||||
* @param apply true if the force should be applied each physics tick
|
|
||||||
* @param force the vector of the force to apply
|
|
||||||
*/
|
|
||||||
public synchronized void applyContinuousForce(boolean apply, Vector3f force) {
|
|
||||||
if (force != null) {
|
|
||||||
continuousForce.set(force);
|
|
||||||
}
|
|
||||||
continuousForceLocation.set(0, 0, 0);
|
|
||||||
applyForce = apply;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a continuous force to this PhysicsNode, the force is updated automatically each
|
|
||||||
* tick so you only need to set it once and then set it to false to stop applying
|
|
||||||
* the force.
|
|
||||||
* @param apply true if the force should be applied each physics tick
|
|
||||||
* @param force the offset of the force
|
|
||||||
*/
|
|
||||||
public synchronized void applyContinuousForce(boolean apply, Vector3f force, Vector3f location) {
|
|
||||||
if (force != null) {
|
|
||||||
continuousForce.set(force);
|
|
||||||
}
|
|
||||||
if (location != null) {
|
|
||||||
continuousForceLocation.set(location);
|
|
||||||
}
|
|
||||||
applyForce = apply;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Use to enable/disable continuous force
|
|
||||||
* @param apply set to false to disable
|
|
||||||
*/
|
|
||||||
public synchronized void applyContinuousForce(boolean apply) {
|
|
||||||
applyForce = apply;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the currently applied continuous torque
|
|
||||||
* @return null if no torque is applied
|
|
||||||
*/
|
|
||||||
public synchronized Vector3f getContinuousTorque() {
|
|
||||||
if (applyTorque) {
|
|
||||||
return continuousTorque;
|
|
||||||
} else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the currently applied continuous torque
|
|
||||||
* @param vec the vector to store the continuous torque in
|
|
||||||
* @return null if no torque is applied
|
|
||||||
*/
|
|
||||||
public synchronized Vector3f getContinuousTorque(Vector3f vec) {
|
|
||||||
if (applyTorque) {
|
|
||||||
return vec.set(continuousTorque);
|
|
||||||
} else {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a continuous torque to this PhysicsNode. The torque is updated automatically each
|
|
||||||
* tick so you only need to set it once and then set it to false to stop applying
|
|
||||||
* the torque.
|
|
||||||
* @param apply true if the force should be applied each physics tick
|
|
||||||
* @param vec the vector of the force to apply
|
|
||||||
*/
|
|
||||||
public synchronized void applyContinuousTorque(boolean apply, Vector3f vec) {
|
|
||||||
if (vec != null) {
|
|
||||||
continuousTorque.set(vec);
|
|
||||||
}
|
|
||||||
applyTorque = apply;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Use to enable/disable continuous torque
|
|
||||||
* @param apply set to false to disable
|
|
||||||
*/
|
|
||||||
public synchronized void applyContinuousTorque(boolean apply) {
|
|
||||||
applyTorque = apply;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a force to the PhysicsNode, 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.
|
|
||||||
* @param force the force
|
|
||||||
* @param location the location of the force
|
|
||||||
*/
|
|
||||||
public void applyForce(final Vector3f force, final Vector3f location) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyForce(force, location);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a force to the PhysicsNode, 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.
|
|
||||||
*
|
|
||||||
* @param force the force
|
|
||||||
*/
|
|
||||||
public void applyCentralForce(final Vector3f force) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyCentralForce(force);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a force to the PhysicsNode, 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.
|
|
||||||
*
|
|
||||||
* @param torque the torque
|
|
||||||
*/
|
|
||||||
public void applyTorque(final Vector3f torque) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyTorque(torque);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply an impulse to the PhysicsNode in the next physics update.
|
|
||||||
* @param impulse applied impulse
|
|
||||||
* @param rel_pos location relative to object
|
|
||||||
*/
|
|
||||||
public void applyImpulse(final Vector3f impulse, final Vector3f rel_pos) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyImpulse(impulse, rel_pos);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply a torque impulse to the PhysicsNode in the next physics update.
|
|
||||||
* @param vec
|
|
||||||
*/
|
|
||||||
public void applyTorqueImpulse(final Vector3f vec) {
|
|
||||||
((PhysicsRigidBody)collisionObject).applyTorqueImpulse(vec);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Clear all forces from the PhysicsNode
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
public void clearForces() {
|
|
||||||
((PhysicsRigidBody)collisionObject).clearForces();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setCollisionShape(CollisionShape collisionShape) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setCollisionShape(collisionShape);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* reactivates this PhysicsNode when it has been deactivated because it was not moving
|
|
||||||
*/
|
|
||||||
public void activate() {
|
|
||||||
((PhysicsRigidBody)collisionObject).activate();
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean isActive() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).isActive();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setSleepingThresholds(float linear, float angular) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setSleepingThresholds(linear, angular);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setLinearSleepingThreshold(float linearSleepingThreshold) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setLinearSleepingThreshold(linearSleepingThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setAngularSleepingThreshold(float angularSleepingThreshold) {
|
|
||||||
((PhysicsRigidBody)collisionObject).setAngularSleepingThreshold(angularSleepingThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getLinearSleepingThreshold() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getLinearSleepingThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getAngularSleepingThreshold() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getAngularSleepingThreshold();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* do not use manually, joints are added automatically
|
|
||||||
*/
|
|
||||||
public void addJoint(PhysicsJoint joint) {
|
|
||||||
((PhysicsRigidBody)collisionObject).addJoint(joint);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
public void removeJoint(PhysicsJoint joint) {
|
|
||||||
((PhysicsRigidBody)collisionObject).removeJoint(joint);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Returns a list of connected joints. This list is only filled when
|
|
||||||
* the PhysicsNode is actually added to the physics space or loaded from disk.
|
|
||||||
* @return list of active joints connected to this physicsnode
|
|
||||||
*/
|
|
||||||
public List<PhysicsJoint> getJoints() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject).getJoints();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* used internally
|
|
||||||
*/
|
|
||||||
public PhysicsRigidBody getRigidBody() {
|
|
||||||
return ((PhysicsRigidBody)collisionObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* destroys this PhysicsNode and removes it from memory
|
|
||||||
*/
|
|
||||||
public void destroy() {
|
|
||||||
((PhysicsRigidBody)collisionObject).destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void attachDebugShape(AssetManager manager) {
|
|
||||||
collisionObject.attachDebugShape(manager);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void attachDebugShape(Material mat) {
|
|
||||||
collisionObject.attachDebugShape(mat);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void write(JmeExporter e) throws IOException {
|
|
||||||
super.write(e);
|
|
||||||
OutputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void read(JmeImporter e) throws IOException {
|
|
||||||
super.read(e);
|
|
||||||
InputCapsule capsule = e.getCapsule(this);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,412 +0,0 @@
|
|||||||
/*
|
|
||||||
* Copyright (c) 2009-2010 jMonkeyEngine
|
|
||||||
* All rights reserved.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are
|
|
||||||
* met:
|
|
||||||
*
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
*
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
*
|
|
||||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
|
||||||
* may be used to endorse or promote products derived from this software
|
|
||||||
* without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
||||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
||||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
||||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
||||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
||||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
||||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
||||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
package com.jme3.bullet.nodes;
|
|
||||||
|
|
||||||
import com.jme3.bullet.objects.VehicleWheel;
|
|
||||||
import com.jme3.export.JmeExporter;
|
|
||||||
import com.jme3.export.JmeImporter;
|
|
||||||
import com.jme3.math.Vector3f;
|
|
||||||
import com.jme3.scene.Spatial;
|
|
||||||
import com.jme3.bullet.collision.shapes.CollisionShape;
|
|
||||||
import com.jme3.bullet.control.VehicleControl;
|
|
||||||
import com.jme3.bullet.objects.PhysicsVehicle;
|
|
||||||
import com.jme3.export.InputCapsule;
|
|
||||||
import com.jme3.export.OutputCapsule;
|
|
||||||
import com.jme3.scene.Node;
|
|
||||||
import java.io.IOException;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* <p>PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions</p>
|
|
||||||
* <p>
|
|
||||||
* <i>From bullet manual:</i><br>
|
|
||||||
* For most vehicle simulations, it is recommended to use the simplified Bullet
|
|
||||||
* vehicle model as provided in btRaycast((PhysicsVehicleControl)collisionObject). 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>
|
|
||||||
* @see com.jmex.jbullet.nodes.PhysicsNode
|
|
||||||
* @see com.jmex.jbullet.PhysicsSpace
|
|
||||||
* @author normenhansen
|
|
||||||
* @deprecated in favor of physics Controls
|
|
||||||
*/
|
|
||||||
@Deprecated
|
|
||||||
public class PhysicsVehicleNode extends PhysicsNode {
|
|
||||||
|
|
||||||
public PhysicsVehicleNode() {
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsVehicleNode(CollisionShape shape) {
|
|
||||||
collisionObject = new VehicleControl(shape);
|
|
||||||
addControl(((VehicleControl) collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsVehicleNode(Spatial child, CollisionShape shape) {
|
|
||||||
collisionObject = new VehicleControl(shape);
|
|
||||||
attachChild(child);
|
|
||||||
addControl(((VehicleControl) collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
public PhysicsVehicleNode(Spatial child, CollisionShape shape, float mass) {
|
|
||||||
collisionObject = new VehicleControl(shape);
|
|
||||||
((VehicleControl) collisionObject).setMass(mass);
|
|
||||||
attachChild(child);
|
|
||||||
addControl(((VehicleControl) collisionObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public VehicleWheel addWheel(Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
|
|
||||||
return addWheel(null, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public VehicleWheel addWheel(Spatial spat, Vector3f connectionPoint, Vector3f direction, Vector3f axle, float suspensionRestLength, float wheelRadius, boolean isFrontWheel) {
|
|
||||||
if (spat != null) {
|
|
||||||
Node wheelNode=new Node("wheelNode");
|
|
||||||
wheelNode.attachChild(spat);
|
|
||||||
attachChild(wheelNode);
|
|
||||||
return ((VehicleControl) collisionObject).addWheel(wheelNode, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
|
|
||||||
}
|
|
||||||
return ((VehicleControl) collisionObject).addWheel(spat, connectionPoint, direction, axle, suspensionRestLength, wheelRadius, isFrontWheel);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This rebuilds the vehicle as there is no way in bullet to remove a wheel.
|
|
||||||
* @param wheel
|
|
||||||
*/
|
|
||||||
public void removeWheel(int wheel) {
|
|
||||||
((VehicleControl) collisionObject).removeWheel(wheel);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* You can get access to the single wheels via this method.
|
|
||||||
* @param wheel the wheel index
|
|
||||||
* @return the WheelInfo of the selected wheel
|
|
||||||
*/
|
|
||||||
public VehicleWheel getWheel(int wheel) {
|
|
||||||
return ((VehicleControl) collisionObject).getWheel(wheel);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the frictionSlip
|
|
||||||
*/
|
|
||||||
public float getFrictionSlip() {
|
|
||||||
return ((VehicleControl) collisionObject).getFrictionSlip();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setFrictionSlip(float frictionSlip) {
|
|
||||||
((VehicleControl) collisionObject).setFrictionSlip(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
|
|
||||||
*/
|
|
||||||
public void setFrictionSlip(int wheel, float frictionSlip) {
|
|
||||||
((VehicleControl) collisionObject).setFrictionSlip(wheel, 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
|
|
||||||
*/
|
|
||||||
public void setRollInfluence(int wheel, float rollInfluence) {
|
|
||||||
((VehicleControl) collisionObject).setRollInfluence(wheel, rollInfluence);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the maxSuspensionTravelCm
|
|
||||||
*/
|
|
||||||
public float getMaxSuspensionTravelCm() {
|
|
||||||
return ((VehicleControl) collisionObject).getMaxSuspensionTravelCm();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setMaxSuspensionTravelCm(float maxSuspensionTravelCm) {
|
|
||||||
((VehicleControl) collisionObject).setMaxSuspensionTravelCm(maxSuspensionTravelCm);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The maximum distance the suspension can be compressed (centimetres)
|
|
||||||
* @param wheel
|
|
||||||
* @param maxSuspensionTravelCm
|
|
||||||
*/
|
|
||||||
public void setMaxSuspensionTravelCm(int wheel, float maxSuspensionTravelCm) {
|
|
||||||
((VehicleControl) collisionObject).setMaxSuspensionForce(wheel, maxSuspensionTravelCm);
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getMaxSuspensionForce() {
|
|
||||||
return ((VehicleControl) collisionObject).getMaxSuspensionForce();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
|
|
||||||
* handle the weight of your vehcile.
|
|
||||||
* @param maxSuspensionForce
|
|
||||||
*/
|
|
||||||
public void setMaxSuspensionForce(float maxSuspensionForce) {
|
|
||||||
((VehicleControl) collisionObject).setMaxSuspensionForce(maxSuspensionForce);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
|
|
||||||
* handle the weight of your vehcile.
|
|
||||||
* @param wheel
|
|
||||||
* @param maxSuspensionForce
|
|
||||||
*/
|
|
||||||
public void setMaxSuspensionForce(int wheel, float maxSuspensionForce) {
|
|
||||||
((VehicleControl) collisionObject).setMaxSuspensionForce(wheel, maxSuspensionForce);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the suspensionCompression
|
|
||||||
*/
|
|
||||||
public float getSuspensionCompression() {
|
|
||||||
return ((VehicleControl) collisionObject).getSuspensionCompression();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setSuspensionCompression(float suspensionCompression) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionCompression(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
|
|
||||||
*/
|
|
||||||
public void setSuspensionCompression(int wheel, float suspensionCompression) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionCompression(wheel, suspensionCompression);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the suspensionDamping
|
|
||||||
*/
|
|
||||||
public float getSuspensionDamping() {
|
|
||||||
return ((VehicleControl) collisionObject).getSuspensionDamping();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setSuspensionDamping(float suspensionDamping) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionDamping(suspensionDamping);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The damping coefficient for when the suspension is expanding.
|
|
||||||
* See the comments for setSuspensionCompression for how to set k.
|
|
||||||
* @param wheel
|
|
||||||
* @param suspensionDamping
|
|
||||||
*/
|
|
||||||
public void setSuspensionDamping(int wheel, float suspensionDamping) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionDamping(wheel, suspensionDamping);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @return the suspensionStiffness
|
|
||||||
*/
|
|
||||||
public float getSuspensionStiffness() {
|
|
||||||
return ((VehicleControl) collisionObject).getSuspensionStiffness();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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
|
|
||||||
*/
|
|
||||||
public void setSuspensionStiffness(float suspensionStiffness) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionStiffness(suspensionStiffness);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The stiffness constant for the suspension. 10.0 - Offroad buggy, 50.0 - Sports car, 200.0 - F1 Car
|
|
||||||
* @param wheel
|
|
||||||
* @param suspensionStiffness
|
|
||||||
*/
|
|
||||||
public void setSuspensionStiffness(int wheel, float suspensionStiffness) {
|
|
||||||
((VehicleControl) collisionObject).setSuspensionStiffness(wheel, suspensionStiffness);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Reset the suspension
|
|
||||||
*/
|
|
||||||
public void resetSuspension() {
|
|
||||||
((VehicleControl) collisionObject).resetSuspension();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply the given engine force to all wheels, works continuously
|
|
||||||
* @param force the force
|
|
||||||
*/
|
|
||||||
public void accelerate(float force) {
|
|
||||||
((VehicleControl) collisionObject).accelerate(force);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply the given engine force, works continuously
|
|
||||||
* @param wheel the wheel to apply the force on
|
|
||||||
* @param force the force
|
|
||||||
*/
|
|
||||||
public void accelerate(int wheel, float force) {
|
|
||||||
((VehicleControl) collisionObject).accelerate(wheel, force);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Set the given steering value to all front wheels (0 = forward)
|
|
||||||
* @param value the steering angle of the front wheels (Pi = 360deg)
|
|
||||||
*/
|
|
||||||
public void steer(float value) {
|
|
||||||
((VehicleControl) collisionObject).steer(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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)
|
|
||||||
*/
|
|
||||||
public void steer(int wheel, float value) {
|
|
||||||
((VehicleControl) collisionObject).steer(wheel, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply the given brake force to all wheels, works continuously
|
|
||||||
* @param force the force
|
|
||||||
*/
|
|
||||||
public void brake(float force) {
|
|
||||||
((VehicleControl) collisionObject).brake(force);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Apply the given brake force, works continuously
|
|
||||||
* @param wheel the wheel to apply the force on
|
|
||||||
* @param force the force
|
|
||||||
*/
|
|
||||||
public void brake(int wheel, float force) {
|
|
||||||
((VehicleControl) collisionObject).brake(wheel, force);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current speed of the vehicle in km/h
|
|
||||||
* @return
|
|
||||||
*/
|
|
||||||
public float getCurrentVehicleSpeedKmHour() {
|
|
||||||
return ((VehicleControl) collisionObject).getCurrentVehicleSpeedKmHour();
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the current forward vector of the vehicle in world coordinates
|
|
||||||
* @param vector
|
|
||||||
* @return
|
|
||||||
*/
|
|
||||||
public Vector3f getForwardVector(Vector3f vector) {
|
|
||||||
return ((VehicleControl) collisionObject).getForwardVector(vector);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* used internally
|
|
||||||
*/
|
|
||||||
public PhysicsVehicle getVehicle() {
|
|
||||||
return ((VehicleControl) collisionObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void destroy() {
|
|
||||||
((VehicleControl) collisionObject).destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void read(JmeImporter im) throws IOException {
|
|
||||||
super.read(im);
|
|
||||||
InputCapsule capsule = im.getCapsule(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void write(JmeExporter ex) throws IOException {
|
|
||||||
super.write(ex);
|
|
||||||
OutputCapsule capsule = ex.getCapsule(this);
|
|
||||||
}
|
|
||||||
}
|
|
@ -33,15 +33,12 @@ package com.jme3.bullet.objects.infos;
|
|||||||
|
|
||||||
import com.bulletphysics.linearmath.MotionState;
|
import com.bulletphysics.linearmath.MotionState;
|
||||||
import com.bulletphysics.linearmath.Transform;
|
import com.bulletphysics.linearmath.Transform;
|
||||||
import com.jme3.bullet.nodes.PhysicsBaseNode;
|
|
||||||
import com.jme3.bullet.objects.PhysicsVehicle;
|
import com.jme3.bullet.objects.PhysicsVehicle;
|
||||||
import com.jme3.math.Quaternion;
|
import com.jme3.math.Quaternion;
|
||||||
import com.jme3.math.Vector3f;
|
import com.jme3.math.Vector3f;
|
||||||
import com.jme3.bullet.util.Converter;
|
import com.jme3.bullet.util.Converter;
|
||||||
import com.jme3.math.Matrix3f;
|
import com.jme3.math.Matrix3f;
|
||||||
import com.jme3.scene.Spatial;
|
import com.jme3.scene.Spatial;
|
||||||
import java.util.Iterator;
|
|
||||||
import java.util.LinkedList;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* stores transform info of a PhysicsNode in a threadsafe manner to
|
* stores transform info of a PhysicsNode in a threadsafe manner to
|
||||||
@ -109,10 +106,7 @@ public class RigidBodyMotionState extends MotionState {
|
|||||||
if (!physicsLocationDirty) {
|
if (!physicsLocationDirty) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (spatial instanceof PhysicsBaseNode) {
|
if (!applyPhysicsLocal && spatial.getParent() != null) {
|
||||||
((PhysicsBaseNode) spatial).setWorldRotation(worldRotationQuat);
|
|
||||||
((PhysicsBaseNode) spatial).setWorldTranslation(worldLocation);
|
|
||||||
} else if (!applyPhysicsLocal && spatial.getParent() != null) {
|
|
||||||
localLocation.set(worldLocation).subtractLocal(spatial.getParent().getWorldTranslation());
|
localLocation.set(worldLocation).subtractLocal(spatial.getParent().getWorldTranslation());
|
||||||
localLocation.divideLocal(spatial.getParent().getWorldScale());
|
localLocation.divideLocal(spatial.getParent().getWorldScale());
|
||||||
tmp_inverseWorldRotation.set(spatial.getParent().getWorldRotation()).inverseLocal().multLocal(localLocation);
|
tmp_inverseWorldRotation.set(spatial.getParent().getWorldRotation()).inverseLocal().multLocal(localLocation);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user