be.yildiz.module.physics.bullet.BulletKinematicBody Maven / Gradle / Ivy
/*
* This file is part of the Yildiz-Engine project, licenced under the MIT License (MIT)
*
* Copyright (c) 2017 Grégory Van den Borre
*
* More infos available: https://www.yildiz-games.be
*
* 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.NativePointer;
import be.yildiz.common.vector.Point3D;
import be.yildiz.common.vector.Quaternion;
import be.yildiz.module.physics.KinematicBody;
import jni.BulletBodyNative;
import jni.BulletKinematicBodyNative;
/**
* A kinematic body is intended to be moved manually, it has a mass of 0 and is not affected by physic forces.
*
* @author Grégory Van den Borre
*/
final class BulletKinematicBody extends BulletBody implements KinematicBody {
/**
* Pointer to the native object (btbody).
*/
private final NativePointer pointer;
/**
* Contains the native calls.
*/
private final BulletKinematicBodyNative bodyNative = new BulletKinematicBodyNative();
private final BulletBodyNative bulletBodyNative = new BulletBodyNative();
/**
* Full constructor.
*
* @param bodyPointer Pointer of the associated btbody object.
* @param worldPointer Pointer of the associated btdiscreetworld object containing the body.
* @param id Body unique identifier.
*/
BulletKinematicBody(final NativePointer bodyPointer, final NativePointer worldPointer, final EntityId id) {
super(bodyPointer, worldPointer, id);
this.pointer = bodyPointer;
}
@Override
public void setDirection(final float dirX, final float dirY, final float dirZ) {
this.bodyNative.setDirection(this.pointer.getPointerAddress(), dirX, dirY, dirZ);
}
@Override
public void setPosition(final float posX, final float posY, final float posZ) {
this.bodyNative.setPosition(this.pointer.getPointerAddress(), posX, posY, posZ);
}
@Override
public void setOrientation(final float x, final float y, final float z, final float w) {
this.bodyNative.rotate(this.pointer.getPointerAddress(), w, x, y, z);
}
@Override
public void setOrientation(final Quaternion q) {
this.bodyNative.rotate(this.pointer.getPointerAddress(), q.w, q.x, q.y, q.z);
}
/**
* @return The current position.
*/
@Override
public Point3D getPosition() {
return Point3D.xyz(this.bulletBodyNative.getPosition(this.pointer.getPointerAddress()));
}
/**
* @return The current direction.
*/
@Override
public Point3D getDirection() {
return Point3D.xyz(this.bulletBodyNative.getDirection(this.pointer.getPointerAddress()));
}
}
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