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JBullet - Java port of Bullet Physics Library
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package com.bulletphysics.collision.dispatch;
import com.bulletphysics.collision.broadphase.BroadphaseProxy;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.linearmath.Transform;
import javax.vecmath.Vector3f;
/**
* CollisionObject can be used to manage collision detection objects.
* It maintains all information that is needed for a collision detection: {@link CollisionShape},
* {@link Transform} and {@link BroadphaseProxy AABB proxy}. It can be added to {@link CollisionWorld}.
*
* @author jezek2
*/
public class CollisionObject {
//protected final BulletStack stack = BulletStack.get();
// island management, m_activationState1
public static final int ACTIVE_TAG = 1;
public static final int ISLAND_SLEEPING = 2;
public static final int WANTS_DEACTIVATION = 3;
public static final int DISABLE_DEACTIVATION = 4;
public static final int DISABLE_SIMULATION = 5;
protected Transform worldTransform = new Transform();
///m_interpolationWorldTransform is used for CCD and interpolation
///it can be either previous or future (predicted) transform
protected final Transform interpolationWorldTransform = new Transform();
//those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
//without destroying the continuous interpolated motion (which uses this interpolation velocities)
protected final Vector3f interpolationLinearVelocity = new Vector3f();
protected final Vector3f interpolationAngularVelocity = new Vector3f();
protected BroadphaseProxy broadphaseHandle;
protected CollisionShape collisionShape;
// rootCollisionShape is temporarily used to store the original collision shape
// The collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
// If it is null, the collisionShape is not temporarily replaced.
protected CollisionShape rootCollisionShape;
protected int collisionFlags;
protected int islandTag1;
protected int companionId;
protected int activationState1;
protected float deactivationTime;
protected float friction;
protected float restitution;
///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
protected Object userObjectPointer;
// internalType is reserved to distinguish Bullet's CollisionObject, RigidBody, SoftBody etc.
// do not assign your own internalType unless you write a new dynamics object class.
protected CollisionObjectType internalType = CollisionObjectType.COLLISION_OBJECT;
///time of impact calculation
protected float hitFraction;
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
protected float ccdSweptSphereRadius;
/// Don't do continuous collision detection if the motion (in one step) is less then ccdMotionThreshold
protected float ccdMotionThreshold = 0f;
/// If some object should have elaborate collision filtering by sub-classes
protected boolean checkCollideWith;
public CollisionObject() {
this.collisionFlags = CollisionFlags.STATIC_OBJECT;
this.islandTag1 = -1;
this.companionId = -1;
this.activationState1 = 1;
this.friction = 0.5f;
this.hitFraction = 1f;
}
public boolean checkCollideWithOverride(CollisionObject co) {
return true;
}
public boolean mergesSimulationIslands() {
///static objects, kinematic and object without contact response don't merge islands
return ((collisionFlags & (CollisionFlags.STATIC_OBJECT | CollisionFlags.KINEMATIC_OBJECT | CollisionFlags.NO_CONTACT_RESPONSE)) == 0);
}
public boolean isStaticObject() {
return (collisionFlags & CollisionFlags.STATIC_OBJECT) != 0;
}
public boolean isKinematicObject() {
return (collisionFlags & CollisionFlags.KINEMATIC_OBJECT) != 0;
}
public boolean isStaticOrKinematicObject() {
return (collisionFlags & (CollisionFlags.KINEMATIC_OBJECT | CollisionFlags.STATIC_OBJECT)) != 0;
}
public boolean hasContactResponse() {
return (collisionFlags & CollisionFlags.NO_CONTACT_RESPONSE) == 0;
}
public CollisionShape getCollisionShape() {
return collisionShape;
}
public void setCollisionShape(CollisionShape collisionShape) {
this.collisionShape = collisionShape;
this.rootCollisionShape = collisionShape;
}
public CollisionShape getRootCollisionShape() {
return rootCollisionShape;
}
/**
* Avoid using this internal API call.
* internalSetTemporaryCollisionShape is used to temporary replace the actual collision shape by a child collision shape.
*/
public void internalSetTemporaryCollisionShape(CollisionShape collisionShape) {
this.collisionShape = collisionShape;
}
public int getActivationState() {
return activationState1;
}
public void setActivationState(int newState) {
if ((activationState1 != DISABLE_DEACTIVATION) && (activationState1 != DISABLE_SIMULATION)) {
this.activationState1 = newState;
}
}
public float getDeactivationTime() {
return deactivationTime;
}
public void setDeactivationTime(float deactivationTime) {
this.deactivationTime = deactivationTime;
}
public void forceActivationState(int newState) {
this.activationState1 = newState;
}
public void activate() {
activate(false);
}
public void activate(boolean forceActivation) {
if (forceActivation || (collisionFlags & (CollisionFlags.STATIC_OBJECT | CollisionFlags.KINEMATIC_OBJECT)) == 0) {
setActivationState(ACTIVE_TAG);
deactivationTime = 0f;
}
}
public boolean isActive() {
return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
}
public float getRestitution() {
return restitution;
}
public void setRestitution(float restitution) {
this.restitution = restitution;
}
public float getFriction() {
return friction;
}
public void setFriction(float friction) {
this.friction = friction;
}
// reserved for Bullet internal usage
public CollisionObjectType getInternalType() {
return internalType;
}
public Transform getWorldTransform(Transform out) {
out.set(worldTransform);
return out;
}
public void setWorldTransform(Transform worldTransform) {
this.worldTransform.set(worldTransform);
}
public BroadphaseProxy getBroadphaseHandle() {
return broadphaseHandle;
}
public void setBroadphaseHandle(BroadphaseProxy broadphaseHandle) {
this.broadphaseHandle = broadphaseHandle;
}
public Transform getInterpolationWorldTransform(Transform out) {
out.set(interpolationWorldTransform);
return out;
}
public void setInterpolationWorldTransform(Transform interpolationWorldTransform) {
this.interpolationWorldTransform.set(interpolationWorldTransform);
}
public void setInterpolationLinearVelocity(Vector3f linvel) {
interpolationLinearVelocity.set(linvel);
}
public void setInterpolationAngularVelocity(Vector3f angvel) {
interpolationAngularVelocity.set(angvel);
}
public Vector3f getInterpolationLinearVelocity(Vector3f out) {
out.set(interpolationLinearVelocity);
return out;
}
public Vector3f getInterpolationAngularVelocity(Vector3f out) {
out.set(interpolationAngularVelocity);
return out;
}
public int getIslandTag() {
return islandTag1;
}
public void setIslandTag(int islandTag) {
this.islandTag1 = islandTag;
}
public int getCompanionId() {
return companionId;
}
public void setCompanionId(int companionId) {
this.companionId = companionId;
}
public float getHitFraction() {
return hitFraction;
}
public void setHitFraction(float hitFraction) {
this.hitFraction = hitFraction;
}
public int getCollisionFlags() {
return collisionFlags;
}
public void setCollisionFlags(int collisionFlags) {
this.collisionFlags = collisionFlags;
}
// Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
public float getCcdSweptSphereRadius() {
return ccdSweptSphereRadius;
}
// Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
public void setCcdSweptSphereRadius(float ccdSweptSphereRadius) {
this.ccdSweptSphereRadius = ccdSweptSphereRadius;
}
public float getCcdMotionThreshold() {
return ccdMotionThreshold;
}
public float getCcdSquareMotionThreshold() {
return ccdMotionThreshold * ccdMotionThreshold;
}
// Don't do continuous collision detection if the motion (in one step) is less then ccdMotionThreshold
public void setCcdMotionThreshold(float ccdMotionThreshold) {
// JAVA NOTE: fixed bug with usage of ccdMotionThreshold*ccdMotionThreshold
this.ccdMotionThreshold = ccdMotionThreshold;
}
public Object getUserPointer() {
return userObjectPointer;
}
public void setUserPointer(Object userObjectPointer) {
this.userObjectPointer = userObjectPointer;
}
public boolean checkCollideWith(CollisionObject co) {
if (checkCollideWith) {
return checkCollideWithOverride(co);
}
return true;
}
}