A complete 3D game development suite written purely in Java.
 
 
 
 
 
jmonkeyengine/jme3-bullet/src/common/java/com/jme3/bullet/control/PhysicsControl.java

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2.4 KiB

/*
* Copyright (c) 2009-2012 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.scene.control.Control;
/**
*
* @author normenhansen
*/
public interface PhysicsControl extends Control {
/**
* Only used internally, do not call.
* @param space
*/
public void setPhysicsSpace(PhysicsSpace space);
public PhysicsSpace getPhysicsSpace();
/**
* The physics object is removed from the physics space when the control
* is disabled. When the control is enabled again the physics object is
* moved to the current location of the spatial and then added to the physics
* space. This allows disabling/enabling physics to move the spatial freely.
* @param state
*/
public void setEnabled(boolean state);
/**
* Returns the current enabled state of the physics control
* @return current enabled state
*/
public boolean isEnabled();
}