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