Bullet RigidBody : modification of the serializer to support the old & new angular factor

experimental
Dokthar 10 years ago
parent 7f2c7c5d35
commit b1473c302c
  1. 92
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java

@ -51,7 +51,9 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <p>PhysicsRigidBody - Basic physics object</p>
* <p>
* PhysicsRigidBody - Basic physics object</p>
*
* @author normenhansen
*/
public class PhysicsRigidBody extends PhysicsCollisionObject {
@ -66,6 +68,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Creates a new PhysicsRigidBody with the supplied collision shape
*
* @param child
* @param shape
*/
@ -134,6 +137,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the physics object location
*
* @param location the location of the actual physics object
*/
public void setPhysicsLocation(Vector3f location) {
@ -144,6 +148,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the physics object rotation
*
* @param rotation the rotation of the actual physics object
*/
public void setPhysicsRotation(Matrix3f rotation) {
@ -154,6 +159,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the physics object rotation
*
* @param rotation the rotation of the actual physics object
*/
public void setPhysicsRotation(Quaternion rotation) {
@ -249,9 +255,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
// return Converter.convert(tempTrans.basis, rotation);
// }
/**
* Sets the node to kinematic mode. in this mode the node is not affected by physics
* but affects other physics objects. Iits kinetic force is calculated by the amount
* of movement it is exposed to and its weight.
* 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) {
@ -272,8 +279,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setCcdSweptSphereRadius(long objectId, float radius);
/**
* Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
* This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
* Sets the amount of motion that has to happen in one physics tick to
* trigger the continuous motion detection<br/>
* This avoids the problem of fast objects moving through other objects, set
* to zero to disable (default)
*
* @param threshold
*/
public void setCcdMotionThreshold(float threshold) {
@ -306,6 +316,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the mass of this PhysicsRigidBody, objects with mass=0 are static.
*
* @param mass
*/
public void setMass(float mass) {
@ -345,8 +356,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Set the local gravity of this PhysicsRigidBody<br/>
* Set this after adding the node to the PhysicsSpace,
* the PhysicsSpace assigns its current gravity to the physics node when its added.
* 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) {
@ -363,6 +375,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the friction of this physics object
*
* @param friction the friction of this physics object
*/
public void setFriction(float friction) {
@ -393,6 +406,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
public void setAngularDamping(float angularDamping) {
setAngularDamping(objectId, angularDamping);
}
private native void setAngularDamping(long objectId, float factor);
public float getLinearDamping() {
@ -414,7 +428,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native float getRestitution(long objectId);
/**
* The "bouncyness" of the PhysicsRigidBody, best performance if restitution=0
* The "bouncyness" of the PhysicsRigidBody, best performance if
* restitution=0
*
* @param restitution
*/
public void setRestitution(float restitution) {
@ -425,6 +441,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Get the current angular velocity of this PhysicsRigidBody
*
* @return the current linear velocity
*/
public Vector3f getAngularVelocity() {
@ -437,6 +454,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Get the current angular velocity of this PhysicsRigidBody
*
* @param vec the vector to store the velocity in
*/
public void getAngularVelocity(Vector3f vec) {
@ -445,6 +463,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the angular velocity of this PhysicsRigidBody
*
* @param vec the angular velocity of this PhysicsRigidBody
*/
public void setAngularVelocity(Vector3f vec) {
@ -456,6 +475,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Get the current linear velocity of this PhysicsRigidBody
*
* @return the current linear velocity
*/
public Vector3f getLinearVelocity() {
@ -468,6 +488,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Get the current linear velocity of this PhysicsRigidBody
*
* @param vec the vector to store the velocity in
*/
public void getLinearVelocity(Vector3f vec) {
@ -476,6 +497,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Sets the linear velocity of this PhysicsRigidBody
*
* @param vec the linear velocity of this PhysicsRigidBody
*/
public void setLinearVelocity(Vector3f vec) {
@ -486,9 +508,11 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setLinearVelocity(long objectId, Vector3f vec);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
* Apply a force to the PhysicsRigidBody, 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
*/
@ -500,8 +524,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyForce(long objectId, Vector3f force, Vector3f location);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* Apply a force to the PhysicsRigidBody, only applies force if the next
* physics update call updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* @param force the force
@ -514,8 +538,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyCentralForce(long objectId, Vector3f force);
/**
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* Apply a force to the PhysicsRigidBody, only applies force if the next
* physics update call updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* @param torque the torque
@ -529,6 +553,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
/**
* Apply an impulse to the PhysicsRigidBody in the next physics update.
*
* @param impulse applied impulse
* @param rel_pos location relative to object
*/
@ -540,7 +565,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void applyImpulse(long objectId, Vector3f impulse, Vector3f rel_pos);
/**
* Apply a torque impulse to the PhysicsRigidBody in the next physics update.
* Apply a torque impulse to the PhysicsRigidBody in the next physics
* update.
*
* @param vec
*/
public void applyTorqueImpulse(Vector3f vec) {
@ -576,7 +603,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setCollisionShape(long objectId, long collisionShapeId);
/**
* reactivates this PhysicsRigidBody when it has been deactivated because it was not moving
* reactivates this PhysicsRigidBody when it has been deactivated because it
* was not moving
*/
public void activate() {
activate(objectId);
@ -591,8 +619,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native boolean isActive(long objectId);
/**
* sets the sleeping thresholds, these define when the object gets deactivated
* to save ressources. Low values keep the object active when it barely moves
* 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
*/
@ -632,8 +662,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
public Vector3f getAngularFactor(Vector3f store) {
// doing like this prevent from breaking the API
if(store == null)
if (store == null) {
store = new Vector3f();
}
getAngularFactor(objectId, store);
return store;
}
@ -664,7 +695,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setLinearFactor(long objectId, Vector3f factor);
/**
* do not use manually, joints are added automatically
*/
@ -682,8 +712,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
* Returns a list of connected joints. This list is only filled when
* the PhysicsRigidBody is actually added to the physics space or loaded from disk.
* Returns a list of connected joints. This list is only filled when the
* PhysicsRigidBody is actually added to the physics space or loaded from
* disk.
*
* @return list of active joints connected to this PhysicsRigidBody
*/
public List<PhysicsJoint> getJoints() {
@ -700,7 +732,13 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
capsule.write(getGravity(), "gravity", Vector3f.ZERO);
capsule.write(getFriction(), "friction", 0.5f);
capsule.write(getRestitution(), "restitution", 0);
Vector3f angularFactor = getAngularFactor(null);
if (angularFactor.x == angularFactor.y && angularFactor.y == angularFactor.z) {
capsule.write(getAngularFactor(), "angularFactor", 1);
} else {
capsule.write(getAngularFactor(null), "angularFactor", Vector3f.UNIT_XYZ);
capsule.write(getLinearFactor(), "linearFactor", Vector3f.UNIT_XYZ);
}
capsule.write(kinematic, "kinematic", false);
capsule.write(getLinearDamping(), "linearDamping", 0);
@ -730,7 +768,13 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
setKinematic(capsule.readBoolean("kinematic", false));
setRestitution(capsule.readFloat("restitution", 0));
Vector3f angularFactor = (Vector3f) capsule.readSavable("angularFactor", Vector3f.NAN.clone());
if(angularFactor == Vector3f.NAN) {
setAngularFactor(capsule.readFloat("angularFactor", 1));
} else {
setAngularFactor(angularFactor);
setLinearFactor((Vector3f) capsule.readSavable("linearFactor", Vector3f.UNIT_XYZ.clone()));
}
setDamping(capsule.readFloat("linearDamping", 0), capsule.readFloat("angularDamping", 0));
setSleepingThresholds(capsule.readFloat("linearSleepingThreshold", 0.8f), capsule.readFloat("angularSleepingThreshold", 1.0f));
setCcdMotionThreshold(capsule.readFloat("ccdMotionThreshold", 0));

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