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94 lines
3.4 KiB
94 lines
3.4 KiB
/*
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* Copyright (c) 2009-2012 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.collision;
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import com.jme3.math.Vector3f;
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/**
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* Contains the results of a PhysicsSpace rayTest.
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* <b>Read data only in callback method, object is reused</b>
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* @author normenhansen
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*/
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public class PhysicsRayTestResult {
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private PhysicsCollisionObject collisionObject;
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private Vector3f hitNormalLocal;
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private float hitFraction;
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private boolean normalInWorldSpace;
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public PhysicsRayTestResult() {
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}
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public PhysicsRayTestResult(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
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this.collisionObject = collisionObject;
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this.hitNormalLocal = hitNormalLocal;
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this.hitFraction = hitFraction;
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this.normalInWorldSpace = normalInWorldSpace;
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}
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/**
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* @return the PhysicsObject the ray collided with
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*/
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public PhysicsCollisionObject getCollisionObject() {
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return collisionObject;
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}
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/**
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* @return the normal of the collision in the objects local space
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*/
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public Vector3f getHitNormalLocal() {
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return hitNormalLocal;
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}
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/**
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* The hitFraction is the fraction of the ray length (yeah, I know) at which the collision occurred.
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* If e.g. the raytest was from 0,0,0 to 0,6,0 and the hitFraction is 0.5 then the collision occurred at 0,3,0
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* @return the hitFraction
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*/
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public float getHitFraction() {
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return hitFraction;
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}
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/**
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* @return the normalInWorldSpace
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*/
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public boolean isNormalInWorldSpace() {
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return normalInWorldSpace;
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}
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public void fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
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this.collisionObject = collisionObject;
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this.hitNormalLocal = hitNormalLocal;
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this.hitFraction = hitFraction;
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this.normalInWorldSpace = normalInWorldSpace;
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}
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}
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