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402 lines
13 KiB
402 lines
13 KiB
/*
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* Copyright (c) 2009-2019 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet.objects;
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import com.jme3.bullet.collision.PhysicsCollisionObject;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.math.Matrix3f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Spatial;
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import java.io.IOException;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* A collision object for intangibles, based on Bullet's
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* btPairCachingGhostObject. This is useful for creating a character controller,
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* collision sensors/triggers, explosions etc.
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* <p>
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* <i>From Bullet manual:</i><br>
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* btGhostObject is a special btCollisionObject, useful for fast localized
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* collision queries.
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*
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* @author normenhansen
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*/
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public class PhysicsGhostObject extends PhysicsCollisionObject {
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protected boolean locationDirty = false;
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protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
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private List<PhysicsCollisionObject> overlappingObjects = new LinkedList<PhysicsCollisionObject>();
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/**
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* No-argument constructor needed by SavableClassUtil. Do not invoke
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* directly!
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*/
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protected PhysicsGhostObject() {
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}
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/**
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* Instantiate an object with the specified collision shape.
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*
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* @param shape the desired shape (not null, alias created)
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*/
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public PhysicsGhostObject(CollisionShape shape) {
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collisionShape = shape;
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buildObject();
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}
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public PhysicsGhostObject(Spatial child, CollisionShape shape) {
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collisionShape = shape;
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buildObject();
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}
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/**
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* Create the configured object in Bullet.
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*/
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protected void buildObject() {
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if (objectId == 0) {
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// gObject = new PairCachingGhostObject();
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objectId = createGhostObject();
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Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Ghost Object {0}", Long.toHexString(objectId));
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setGhostFlags(objectId);
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initUserPointer();
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}
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// if (gObject == null) {
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// gObject = new PairCachingGhostObject();
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// gObject.setCollisionFlags(gObject.getCollisionFlags() | CollisionFlags.NO_CONTACT_RESPONSE);
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// }
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attachCollisionShape(objectId, collisionShape.getObjectId());
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}
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private native long createGhostObject();
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private native void setGhostFlags(long objectId);
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/**
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* Apply the specified CollisionShape to this object. Note that the object
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* should not be in any physics space while changing shape; the object gets
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* rebuilt on the physics side.
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*
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* @param collisionShape the shape to apply (not null, alias created)
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*/
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@Override
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public void setCollisionShape(CollisionShape collisionShape) {
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super.setCollisionShape(collisionShape);
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if (objectId == 0) {
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buildObject();
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} else {
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attachCollisionShape(objectId, collisionShape.getObjectId());
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}
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}
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/**
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* Directly alter the location of this object's center.
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*
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* @param location the desired location (in physics-space coordinates, not
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* null, unaffected)
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*/
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public void setPhysicsLocation(Vector3f location) {
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setPhysicsLocation(objectId, location);
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}
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private native void setPhysicsLocation(long objectId, Vector3f location);
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/**
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* Directly alter this object's orientation.
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*
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* @param rotation the desired orientation (a rotation matrix in
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* physics-space coordinates, not null, unaffected)
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*/
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public void setPhysicsRotation(Matrix3f rotation) {
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setPhysicsRotation(objectId, rotation);
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}
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private native void setPhysicsRotation(long objectId, Matrix3f rotation);
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/**
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* Directly alter this object's orientation.
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*
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* @param rotation the desired orientation (quaternion, not null,
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* unaffected)
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*/
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public void setPhysicsRotation(Quaternion rotation) {
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setPhysicsRotation(objectId, rotation);
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}
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private native void setPhysicsRotation(long objectId, Quaternion rotation);
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/**
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* Copy the location of this object's center.
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*
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* @param trans storage for the result (modified if not null)
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* @return a location vector (in physics-space coordinates, either
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* the provided storage or a new vector, not null)
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*/
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public Vector3f getPhysicsLocation(Vector3f trans) {
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if (trans == null) {
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trans = new Vector3f();
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}
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getPhysicsLocation(objectId, trans);
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return trans;
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}
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private native void getPhysicsLocation(long objectId, Vector3f vector);
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/**
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* Copy this object's orientation to a quaternion.
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*
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* @param rot storage for the result (modified if not null)
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* @return an orientation (in physics-space coordinates, either the provided
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* storage or a new quaternion, not null)
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*/
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public Quaternion getPhysicsRotation(Quaternion rot) {
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if (rot == null) {
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rot = new Quaternion();
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}
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getPhysicsRotation(objectId, rot);
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return rot;
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}
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private native void getPhysicsRotation(long objectId, Quaternion rot);
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/**
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* Copy this object's orientation to a matrix.
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*
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* @param rot storage for the result (modified if not null)
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* @return an orientation (in physics-space coordinates, either the provided
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* storage or a new matrix, not null)
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*/
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public Matrix3f getPhysicsRotationMatrix(Matrix3f rot) {
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if (rot == null) {
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rot = new Matrix3f();
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}
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getPhysicsRotationMatrix(objectId, rot);
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return rot;
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}
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private native void getPhysicsRotationMatrix(long objectId, Matrix3f rot);
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/**
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* Copy the location of this object's center.
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*
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* @return a new location vector (not null)
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*/
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public Vector3f getPhysicsLocation() {
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Vector3f vec = new Vector3f();
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getPhysicsLocation(objectId, vec);
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return vec;
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}
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/**
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* Copy this object's orientation to a quaternion.
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*
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* @return a new quaternion (not null)
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*/
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public Quaternion getPhysicsRotation() {
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Quaternion quat = new Quaternion();
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getPhysicsRotation(objectId, quat);
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return quat;
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}
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/**
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* Copy this object's orientation to a matrix.
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*
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* @return a new matrix (not null)
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*/
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public Matrix3f getPhysicsRotationMatrix() {
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Matrix3f mtx = new Matrix3f();
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getPhysicsRotationMatrix(objectId, mtx);
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return mtx;
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}
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/**
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* used internally
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*/
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// public PairCachingGhostObject getObjectId() {
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// return gObject;
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// }
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/**
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* Has no effect.
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*/
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public void destroy() {
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}
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/**
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* Access a list of overlapping objects.
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*
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* @return an internal list which may get reused (not null)
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*/
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public List<PhysicsCollisionObject> getOverlappingObjects() {
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overlappingObjects.clear();
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getOverlappingObjects(objectId);
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// for (com.bulletphysics.collision.dispatch.CollisionObject collObj : gObject.getOverlappingPairs()) {
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// overlappingObjects.add((PhysicsCollisionObject) collObj.getUserPointer());
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// }
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return overlappingObjects;
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}
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protected native void getOverlappingObjects(long objectId);
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/**
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* This method is invoked from native code.
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*
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* @param co the collision object to add
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*/
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private void addOverlappingObject_native(PhysicsCollisionObject co) {
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overlappingObjects.add(co);
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}
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/**
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* Count how many collision objects this object overlaps.
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*
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* @return count (≥0)
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*/
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public int getOverlappingCount() {
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return getOverlappingCount(objectId);
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}
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private native int getOverlappingCount(long objectId);
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/**
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* Access an overlapping collision object by its position in the list.
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*
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* @param index which list position (≥0, <count)
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* @return the pre-existing object
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*/
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public PhysicsCollisionObject getOverlapping(int index) {
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return overlappingObjects.get(index);
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}
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/**
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* Alter the continuous collision detection (CCD) swept sphere radius for
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* this object.
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*
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* @param radius (≥0)
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*/
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public void setCcdSweptSphereRadius(float radius) {
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setCcdSweptSphereRadius(objectId, radius);
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}
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private native void setCcdSweptSphereRadius(long objectId, float radius);
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/**
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* Alter the amount of motion required to trigger continuous collision
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* detection (CCD).
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* <p>
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* This addresses the issue of fast objects passing through other objects
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* with no collision detected.
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*
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* @param threshold the desired threshold value (squared velocity, >0) or
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* zero to disable CCD (default=0)
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*/
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public void setCcdMotionThreshold(float threshold) {
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setCcdMotionThreshold(objectId, threshold);
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}
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private native void setCcdMotionThreshold(long objectId, float threshold);
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/**
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* Read the radius of the sphere used for continuous collision detection
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* (CCD).
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*
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* @return radius (≥0)
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*/
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public float getCcdSweptSphereRadius() {
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return getCcdSweptSphereRadius(objectId);
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}
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private native float getCcdSweptSphereRadius(long objectId);
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/**
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* Read the continuous collision detection (CCD) motion threshold for this
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* object.
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*
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* @return threshold value (squared velocity, ≥0)
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*/
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public float getCcdMotionThreshold() {
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return getCcdMotionThreshold(objectId);
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}
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private native float getCcdMotionThreshold(long objectId);
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/**
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* Read the CCD square motion threshold for this object.
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*
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* @return threshold value (≥0)
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*/
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public float getCcdSquareMotionThreshold() {
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return getCcdSquareMotionThreshold(objectId);
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}
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private native float getCcdSquareMotionThreshold(long objectId);
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/**
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* Serialize this object, for example when saving to a J3O file.
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*
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* @param e exporter (not null)
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* @throws IOException from exporter
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*/
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@Override
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public void write(JmeExporter e) throws IOException {
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super.write(e);
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OutputCapsule capsule = e.getCapsule(this);
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capsule.write(getPhysicsLocation(new Vector3f()), "physicsLocation", new Vector3f());
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capsule.write(getPhysicsRotationMatrix(new Matrix3f()), "physicsRotation", new Matrix3f());
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capsule.write(getCcdMotionThreshold(), "ccdMotionThreshold", 0);
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capsule.write(getCcdSweptSphereRadius(), "ccdSweptSphereRadius", 0);
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}
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/**
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* De-serialize this object from the specified importer, for example when
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* loading from a J3O file.
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*
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* @param e importer (not null)
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* @throws IOException from importer
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*/
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@Override
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public void read(JmeImporter e) throws IOException {
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super.read(e);
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InputCapsule capsule = e.getCapsule(this);
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buildObject();
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setPhysicsLocation((Vector3f) capsule.readSavable("physicsLocation", new Vector3f()));
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setPhysicsRotation(((Matrix3f) capsule.readSavable("physicsRotation", new Matrix3f())));
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setCcdMotionThreshold(capsule.readFloat("ccdMotionThreshold", 0));
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setCcdSweptSphereRadius(capsule.readFloat("ccdSweptSphereRadius", 0));
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}
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}
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