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

137 lines
5.2 KiB

/*
* 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.debug;
import com.jme3.bullet.joints.PhysicsJoint;
import com.jme3.math.Quaternion;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
/**
* A physics-debug control used to visualize a PhysicsJoint.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
public class BulletJointDebugControl extends AbstractPhysicsDebugControl {
protected final PhysicsJoint body;
protected final Geometry geomA;
protected final Arrow arrowA;
protected final Geometry geomB;
protected final Arrow arrowB;
protected final Transform a = new Transform(new Vector3f(), new Quaternion());
protected final Transform b = new Transform(new Vector3f(), new Quaternion());
protected final Vector3f offA = new Vector3f();
protected final Vector3f offB = new Vector3f();
/**
* Instantiate an enabled control to visualize the specified joint.
*
* @param debugAppState which app state (not null, alias created)
* @param body the joint to visualize (not null, alias created)
*/
public BulletJointDebugControl(BulletDebugAppState debugAppState, PhysicsJoint body) {
super(debugAppState);
this.body = body;
this.geomA = new Geometry(body.toString());
arrowA = new Arrow(Vector3f.ZERO);
geomA.setMesh(arrowA);
geomA.setMaterial(debugAppState.DEBUG_GREEN);
this.geomB = new Geometry(body.toString());
arrowB = new Arrow(Vector3f.ZERO);
geomB.setMesh(arrowB);
geomB.setMaterial(debugAppState.DEBUG_GREEN);
}
/**
* Alter which spatial is controlled. Invoked when the control is added to
* or removed from a spatial. Should be invoked only by a subclass or from
* Spatial. Do not invoke directly from user code.
*
* @param spatial the spatial to control (or null)
*/
@Override
public void setSpatial(Spatial spatial) {
if (spatial != null && spatial instanceof Node) {
Node node = (Node) spatial;
node.attachChild(geomA);
node.attachChild(geomB);
} else if (spatial == null && this.spatial != null) {
Node node = (Node) this.spatial;
node.detachChild(geomA);
node.detachChild(geomB);
}
super.setSpatial(spatial);
}
/**
* Update this control. Invoked once per frame during the logical-state
* update, provided the control is enabled and added to a scene. Should be
* invoked only by a subclass or by AbstractControl.
*
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
@Override
protected void controlUpdate(float tpf) {
body.getBodyA().getPhysicsLocation(a.getTranslation());
body.getBodyA().getPhysicsRotation(a.getRotation());
body.getBodyB().getPhysicsLocation(b.getTranslation());
body.getBodyB().getPhysicsRotation(b.getRotation());
geomA.setLocalTransform(a);
geomB.setLocalTransform(b);
arrowA.setArrowExtent(body.getPivotA());
arrowB.setArrowExtent(body.getPivotB());
}
/**
* Render this control. Invoked once per frame, provided the
* control is enabled and added to a scene. Should be invoked only by a
* subclass or by AbstractControl.
*
* @param rm the render manager (not null)
* @param vp the view port to render (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
}