/* * Copyright (c) 2009-2018 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.control; import com.jme3.bullet.PhysicsSpace; import com.jme3.bullet.collision.shapes.CollisionShape; import com.jme3.bullet.objects.PhysicsVehicle; import com.jme3.bullet.objects.VehicleWheel; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.renderer.ViewPort; import com.jme3.scene.Spatial; import com.jme3.scene.control.Control; import com.jme3.util.clone.Cloner; import com.jme3.util.clone.JmeCloneable; import java.io.IOException; import java.util.Iterator; /** * A physics control to link a PhysicsVehicle to a spatial. *
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class VehicleControl extends PhysicsVehicle implements PhysicsControl, JmeCloneable {
/**
* spatial to which this control is added, or null if none
*/
protected Spatial spatial;
/**
* true→control is enabled, false→control is disabled
*/
protected boolean enabled = true;
/**
* space to which the vehicle is (or would be) added
*/
protected PhysicsSpace space = null;
/**
* true→vehicle is added to the physics space, false→not added
*/
protected boolean added = false;
/**
* No-argument constructor needed by SavableClassUtil. Do not invoke
* directly!
*/
public VehicleControl() {
}
/**
* Instantiate an enabled control with mass=1 and the specified collision
* shape.
*
* @param shape the desired shape (not null, alias created)
*/
public VehicleControl(CollisionShape shape) {
super(shape);
}
/**
* Instantiate an enabled with the specified collision shape and mass.
*
* @param shape the desired shape (not null, alias created)
* @param mass (>0)
*/
public VehicleControl(CollisionShape shape, float mass) {
super(shape, mass);
}
/**
* Test whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @return true if matching local coordinates, false if matching world
* coordinates
*/
public boolean isApplyPhysicsLocal() {
return motionState.isApplyPhysicsLocal();
}
/**
* Alter whether physics-space coordinates should match the spatial's local
* coordinates.
*
* @param applyPhysicsLocal true→match local coordinates,
* false→match world coordinates (default=false)
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
motionState.setApplyPhysicsLocal(applyPhysicsLocal);
for (Iterator
* When the control is disabled, the vehicle is removed from physics space.
* When the control is enabled again, the physics object is moved to the
* spatial's location and then added to the physics space.
*
* @param enabled true→enable the control, false→disable it
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (space != null) {
if (enabled && !added) {
if(spatial!=null){
setPhysicsLocation(getSpatialTranslation());
setPhysicsRotation(getSpatialRotation());
}
space.addCollisionObject(this);
added = true;
} else if (!enabled && added) {
space.removeCollisionObject(this);
added = false;
}
}
}
/**
* Test whether this control is enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
/**
* Update this control. Invoked once per frame, during the logical-state
* update, provided the control is added to a scene.
*
* @param tpf the time interval between frames (in seconds, ≥0)
*/
public void update(float tpf) {
if (enabled && spatial != null) {
if (getMotionState().applyTransform(spatial)) {
spatial.getWorldTransform();
applyWheelTransforms();
}
} else if (enabled) {
applyWheelTransforms();
}
}
/**
* Render this control. Invoked once per view port per frame, provided the
* control is added to a scene. Should be invoked only by a subclass or by
* the RenderManager.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
public void render(RenderManager rm, ViewPort vp) {
}
/**
* If enabled, add this control's physics object to the specified physics
* space. In not enabled, alter where the object would be added. The object
* is removed from any other space it's currently in.
*
* @param newSpace where to add, or null to simply remove
*/
@Override
public void setPhysicsSpace(PhysicsSpace newSpace) {
if (space == newSpace) {
return;
}
if (added) {
space.removeCollisionObject(this);
added = false;
}
if (newSpace != null && isEnabled()) {
newSpace.addCollisionObject(this);
added = true;
}
/*
* If this control isn't enabled, its physics object will be
* added to the new space when the control becomes enabled.
*/
space = newSpace;
}
/**
* Access the physics space to which the vehicle is (or would be) added.
*
* @return the pre-existing space, or null for none
*/
public PhysicsSpace getPhysicsSpace() {
return space;
}
/**
* Serialize this control, for example when saving to a J3O file.
*
* @param ex exporter (not null)
* @throws IOException from exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(enabled, "enabled", true);
oc.write(motionState.isApplyPhysicsLocal(), "applyLocalPhysics", false);
oc.write(spatial, "spatial", null);
}
/**
* De-serialize this control, for example when loading from a J3O file.
*
* @param im importer (not null)
* @throws IOException from importer
*/
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
enabled = ic.readBoolean("enabled", true);
spatial = (Spatial) ic.readSavable("spatial", null);
motionState.setApplyPhysicsLocal(ic.readBoolean("applyLocalPhysics", false));
setUserObject(spatial);
}
}