Many resources are needed to download a project. Please understand that we have to compensate our server costs. Thank you in advance. Project price only 1 $
You can buy this project and download/modify it how often you want.
/*
* This file is part of the Yildiz-Engine project, licenced under the MIT License (MIT)
*
* Copyright (c) 2018 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.yildizgames.module.physics.bullet;
import be.yildizgames.common.gameobject.Movable;
import be.yildizgames.common.geometry.Point3D;
import be.yildizgames.common.jni.Native;
import be.yildizgames.common.jni.NativePointer;
import be.yildizgames.common.model.EntityId;
import be.yildizgames.module.physics.AbstractMovableObject;
import be.yildizgames.module.physics.BaseBody;
import jni.BulletBodyNative;
/**
* Common class for kinematic, static and dynamic bodies.
*
* @author Gregory Van den Borre
*/
abstract class BulletBody extends AbstractMovableObject implements Native, BaseBody {
/**
* Associated id.
*/
private final EntityId id;
/**
* Contains the native calls.
*/
private final BulletBodyNative nativeBody = new BulletBodyNative();
/**
* Pointer to the native object (btbody).
*/
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;
/**
* Full constructor.
*
* @param pointerAddress Pointer to the native object.
* @param worldPointer Pointer of the associated world.
* @param id Object unique Id.
*/
BulletBody(final NativePointer pointerAddress, final NativePointer worldPointer, final EntityId id) {
super();
this.pointer = pointerAddress;
this.world = worldPointer;
this.sleeping = false;
this.id = id;
}
/**
* Delete the bullet object.
*/
@Override
public final void delete() {
this.nativeBody.delete(this.pointer.getPointerAddress(), this.world.getPointerAddress());
this.pointer.delete();
}
@Override
public Point3D getPosition() {
// Not final to be overridden by static body
float[] p = this.nativeBody.getPosition(this.pointer.getPointerAddress());
return Point3D.valueOf(p[0], p[1], p[2]);
}
/**
* 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) {
if (this.sleeping != b) {
this.nativeBody.setActivate(this.pointer.getPointerAddress(), !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.nativeBody.scale(this.pointer.getPointerAddress(), x, y, z);
}
@Override
public final EntityId getId() {
return id;
}
@Override
public final NativePointer getPointer() {
return pointer;
}
@Override
public final Movable getInternal() {
return this;
}
}