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a physics library for jMonkeyEngine
/*
* Copyright (c) 2019-2023 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.Anchor;
import com.jme3.bullet.objects.PhysicsRigidBody;
import com.jme3.bullet.objects.PhysicsSoftBody;
import com.jme3.material.Material;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.util.logging.Logger;
import jme3utilities.Validate;
import jme3utilities.math.MyMath;
/**
* A physics-debug control to visualize an Anchor.
*
* @author Stephen Gold [email protected]
*/
class AnchorDebugControl extends AbstractPhysicsDebugControl {
// *************************************************************************
// constants and loggers
/**
* message logger for this class
*/
final public static Logger logger
= Logger.getLogger(AnchorDebugControl.class.getName());
// *************************************************************************
// fields
/**
* Anchor to visualize (not null)
*/
final private Anchor anchor;
/**
* Geometry to visualize the anchor's endpoints
*/
final private Geometry anchorGeometry;
// *************************************************************************
// constructors
/**
* Instantiate an enabled Control to visualize the specified Anchor.
*
* @param debugAppState which app state (not null, alias created)
* @param anchor the Anchor to visualize (not null, alias created)
*/
AnchorDebugControl(BulletDebugAppState debugAppState, Anchor anchor) {
super(debugAppState);
Validate.nonNull(anchor, "anchor");
this.anchor = anchor;
this.anchorGeometry = createAnchorGeometry();
}
// *************************************************************************
// AbstractPhysicsDebugControl methods
/**
* 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, ≥0)
*/
@Override
protected void controlUpdate(float tpf) {
Mesh mesh = anchorGeometry.getMesh();
FloatBuffer positionBuffer
= mesh.getFloatBuffer(VertexBuffer.Type.Position);
PhysicsSoftBody softBodyA = anchor.getSoftBody();
int nodeIndex = anchor.nodeIndex();
Vector3f aLocation = softBodyA.nodeLocation(nodeIndex, null);
positionBuffer.put(0, aLocation.x);
positionBuffer.put(1, aLocation.y);
positionBuffer.put(2, aLocation.z);
PhysicsRigidBody rigidBodyB = anchor.getRigidBody();
Vector3f pivotInB = anchor.copyPivot(null); // TODO garbage
Transform t = rigidBodyB.getTransform(null); // TODO garbage
t.getScale().set(1f, 1f, 1f);
Vector3f bLocation = MyMath.transform(t, pivotInB, null);
positionBuffer.put(3, bLocation.x);
positionBuffer.put(4, bLocation.y);
positionBuffer.put(5, bLocation.z);
mesh.getBuffer(VertexBuffer.Type.Position).setUpdateNeeded();
mesh.updateBound();
}
/**
* 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 instanceof Node) {
assert this.spatial == null;
Node node = (Node) spatial;
node.attachChild(anchorGeometry);
} else if (spatial == null && this.spatial != null) {
Node node = (Node) this.spatial;
node.detachChild(anchorGeometry);
}
super.setSpatial(spatial);
}
// *************************************************************************
// private methods
/**
* Create a Geometry to visualize the anchor.
*
* @return a new Geometry
*/
private Geometry createAnchorGeometry() {
Mesh mesh = new Mesh();
int numVertices = 2;
int numFloats = 3 * numVertices;
FloatBuffer positions = BufferUtils.createFloatBuffer(numFloats);
mesh.setBuffer(VertexBuffer.Type.Position, 3, positions);
mesh.setMode(Mesh.Mode.Lines);
mesh.setStreamed();
Geometry result = new Geometry(anchor.toString(), mesh);
result.setShadowMode(RenderQueue.ShadowMode.Off);
SoftDebugAppState sda = (SoftDebugAppState) debugAppState;
Material material = sda.getAnchorMaterial();
result.setMaterial(material);
return result;
}
}
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