Native bullet raytest m_flags now accessible to Java, updated bullet builds incoming...
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10881 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -419,7 +419,7 @@ extern "C" {
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}
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JNIEXPORT void JNICALL Java_com_jme3_bullet_PhysicsSpace_rayTest_1native
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(JNIEnv * env, jobject object, jobject from, jobject to, jlong spaceId, jobject resultlist) {
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(JNIEnv * env, jobject object, jobject from, jobject to, jlong spaceId, jobject resultlist, jint flags) {
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jmePhysicsSpace* space = reinterpret_cast<jmePhysicsSpace*> (spaceId);
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if (space == NULL) {
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@ -463,6 +463,7 @@ extern "C" {
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AllRayResultCallback resultCallback(native_from, native_to);
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resultCallback.env = env;
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resultCallback.resultlist = resultlist;
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resultCallback.m_flags = flags;
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space->getDynamicsWorld()->rayTest(native_from, native_to, resultCallback);
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return;
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}
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@ -144,10 +144,10 @@ JNIEXPORT void JNICALL Java_com_jme3_bullet_PhysicsSpace_setGravity
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/*
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* Class: com_jme3_bullet_PhysicsSpace
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* Method: rayTest_native
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* Signature: (Lcom/jme3/math/Vector3f;Lcom/jme3/math/Vector3f;JLjava/util/List;)V
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* Signature: (Lcom/jme3/math/Vector3f;Lcom/jme3/math/Vector3f;JLjava/util/List;I)V
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*/
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JNIEXPORT void JNICALL Java_com_jme3_bullet_PhysicsSpace_rayTest_1native
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(JNIEnv *, jobject, jobject, jobject, jlong, jobject);
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(JNIEnv *, jobject, jobject, jobject, jlong, jobject, jint);
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/*
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* Class: com_jme3_bullet_PhysicsSpace
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@ -99,7 +99,7 @@ public class PhysicsSpace {
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private Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f);
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private Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f);
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private float accuracy = 1f / 60f;
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private int maxSubSteps = 4;
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private int maxSubSteps = 4, rayTestFlags = 1 << 2;
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private AssetManager debugManager;
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static {
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@ -787,17 +787,34 @@ public class PhysicsSpace {
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return (List<PhysicsRayTestResult>) results;
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}
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/**
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* Sets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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* for possible options. Defaults to using the faster, approximate raytest.
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*/
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public void SetRayTestFlags(int flags) {
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rayTestFlags = flags;
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}
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/**
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* Gets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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* for possible options.
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* @return rayTestFlags
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*/
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public int GetRayTestFlags() {
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return rayTestFlags;
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}
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/**
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* Performs a ray collision test and returns the results as a list of
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* PhysicsRayTestResults
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*/
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public List<PhysicsRayTestResult> rayTest(Vector3f from, Vector3f to, List<PhysicsRayTestResult> results) {
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results.clear();
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rayTest_native(from, to, physicsSpaceId, results);
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rayTest_native(from, to, physicsSpaceId, results, rayTestFlags);
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return results;
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}
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public native void rayTest_native(Vector3f from, Vector3f to, long physicsSpaceId, List<PhysicsRayTestResult> results);
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public native void rayTest_native(Vector3f from, Vector3f to, long physicsSpaceId, List<PhysicsRayTestResult> results, int flags);
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// private class InternalRayListener extends CollisionWorld.RayResultCallback {
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//
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