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com.jme3.bullet.debug.GravityVectorDebugControl Maven / Gradle / Ivy
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a physics library for jMonkeyEngine
/*
* Copyright (c) 2020-2023 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.collision.PhysicsCollisionObject;
import com.jme3.bullet.objects.PhysicsBody;
import com.jme3.material.Material;
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.debug.Arrow;
import java.util.logging.Logger;
/**
* A physics-debug control used to visualize the gravity vector of a dynamic
* body.
*
* @author Stephen Gold [email protected]
*/
class GravityVectorDebugControl extends AbstractPhysicsDebugControl {
// *************************************************************************
// constants and loggers
/**
* message logger for this class
*/
final static Logger logger
= Logger.getLogger(GravityVectorDebugControl.class.getName());
// *************************************************************************
// fields
/**
* geometry to visualize the gravity vector
*/
final private Geometry geom;
/**
* body to visualize
*/
final private PhysicsBody body;
/**
* physics-space coordinates of the body's center
*/
final private Vector3f center;
/**
* most recent gravity vector
*/
final private Vector3f extent;
// *************************************************************************
// constructors
/**
* Instantiate an enabled control to visualize the gravity vector of the
* specified body.
*
* @param debugAppState which app state (not null, alias created)
* @param pco which body to visualize (not null, alias created)
*/
GravityVectorDebugControl(
BulletDebugAppState debugAppState, PhysicsCollisionObject pco) {
super(debugAppState);
this.body = (PhysicsBody) pco;
this.extent = body.getGravity(null);
Arrow mesh = new Arrow(extent);
this.geom = new Geometry("gravity of " + body, mesh);
this.center = body.getPhysicsLocation(null);
geom.setLocalTranslation(center);
Material material = debugAppState.getGravityVectorMaterial();
geom.setMaterial(material);
geom.setShadowMode(RenderQueue.ShadowMode.Off);
}
// *************************************************************************
// 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) {
body.getPhysicsLocation(center);
geom.setLocalTranslation(center);
Mesh mesh = geom.getMesh();
Arrow arrow = (Arrow) mesh;
body.getGravity(extent);
arrow.setArrowExtent(extent);
}
/**
* 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) {
Node node = (Node) spatial;
node.attachChild(geom);
} else if (spatial == null && this.spatial != null) {
Node node = (Node) this.spatial;
node.detachChild(geom);
}
super.setSpatial(spatial);
}
}
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