A complete 3D game development suite written purely in Java.
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jmonkeyengine/engine/src/bullet-native/com_jme3_bullet_collision_s...

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/*
* 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.
*/
/**
* Author: Normen Hansen
*/
#include "com_jme3_bullet_collision_shapes_ConeCollisionShape.h"
#include "jmeBulletUtil.h"
#ifdef __cplusplus
extern "C" {
#endif
/*
* Class: com_jme3_bullet_collision_shapes_ConeCollisionShape
* Method: createShape
* Signature: (IFF)J
*/
JNIEXPORT jlong JNICALL Java_com_jme3_bullet_collision_shapes_ConeCollisionShape_createShape
(JNIEnv * env, jobject object, jint axis, jfloat radius, jfloat height) {
jmeClasses::initJavaClasses(env);
btCollisionShape* shape;
switch (axis) {
case 0:
shape = new btConeShapeX(radius, height);
break;
case 1:
shape = new btConeShape(radius, height);
break;
case 2:
shape = new btConeShapeZ(radius, height);
break;
}
return reinterpret_cast<jlong>(shape);
}
#ifdef __cplusplus
}
#endif