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Bullet implementation for the physics module.
// This file is part of the Yildiz-Online project, licenced under the MIT License
// (MIT)
//
// Copyright (c) 2016 Grégory Van den Borre
//
// More infos available: http://yildiz.bitbucket.org
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
package be.yildiz.module.physics.bullet;
import be.yildiz.common.id.EntityId;
import be.yildiz.common.nativeresources.Native;
import be.yildiz.common.nativeresources.NativePointer;
import be.yildiz.module.physics.BaseBody;
import jni.BulletBodyNative;
import lombok.Getter;
/**
* Common class for kinematic, static and dynamic bodies.
*
* @author Gregory Van den Borre
*/
abstract class BulletBody implements Native, BaseBody {
/**
* Associated id.
*/
@Getter
private final EntityId id;
/**
* Contains the native calls.
*/
private final BulletBodyNative nativeBody = new BulletBodyNative();
/**
* Pointer to the native object (btbody).
*/
@Getter
private final NativePointer pointer;
/**
* Pointer to the native world object (btdiscreteworld).
*/
private final NativePointer world;
/**
* Flag to check if the object but be ignored in the physic simulation.
*/
private boolean sleeping;
/**
* Flag to check if the native object has been deleted or not.
*/
private boolean deleted;
/**
* Full constructor.
*
* @param pointerAddress Pointer to the native object.
* @param worldPointer Pointer of the associated world.
* @param id Object unique Id.
*/
protected BulletBody(final NativePointer pointerAddress, final NativePointer worldPointer, final EntityId id) {
super();
this.pointer = pointerAddress;
this.world = worldPointer;
this.sleeping = false;
this.id = id;
this.deleted = false;
}
/**
* Delete the bullet object.
*/
@Override
public final void delete() {
this.deleted = true;
this.nativeBody.delete(this.pointer.address, this.world.address);
}
/**
* Set this object activated or not.
*
* @param b If true
the object will no longer be active in physic simulation, false
will set it active.
*/
@Override
public final void sleep(final boolean b) {
this.checkDeleted();
if (this.sleeping != b) {
this.nativeBody.setActivate(this.pointer.address, !b);
this.sleeping = b;
}
}
/**
* Scale the physic body.
*
* @param x X scale factor.
* @param y Y scale factor.
* @param z Z scale factor.
*/
@Override
public final void scale(final float x, final float y, final float z) {
this.checkDeleted();
this.nativeBody.scale(this.pointer.address, x, y, z);
}
/**
* @throws IllegalArgumentException if the object has already been deleted.
*/
protected final void checkDeleted() {
if(this.deleted) {
throw new IllegalArgumentException("Trying to access native pointer after it has been deleted.");
}
}
}
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