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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.narrowphase;
import javax.vecmath.Vector3f;
/**
* ManifoldPoint collects and maintains persistent contactpoints. Used to improve
* stability and performance of rigidbody dynamics response.
*
* @author jezek2
*/
public class ManifoldPoint {
public final Vector3f localPointA = new Vector3f();
public final Vector3f localPointB = new Vector3f();
public final Vector3f positionWorldOnB = new Vector3f();
///m_positionWorldOnA is redundant information, see getPositionWorldOnA(), but for clarity
public final Vector3f positionWorldOnA = new Vector3f();
public final Vector3f normalWorldOnB = new Vector3f();
public float distance1;
public float combinedFriction;
public float combinedRestitution;
// BP mod, store contact triangles.
public int partId0;
public int partId1;
public int index0;
public int index1;
public Object userPersistentData;
public float appliedImpulse;
public boolean lateralFrictionInitialized;
public float appliedImpulseLateral1;
public float appliedImpulseLateral2;
public int lifeTime; //lifetime of the contactpoint in frames
public final Vector3f lateralFrictionDir1 = new Vector3f();
public final Vector3f lateralFrictionDir2 = new Vector3f();
public ManifoldPoint() {
this.userPersistentData = null;
this.appliedImpulse = 0f;
this.lateralFrictionInitialized = false;
this.lifeTime = 0;
}
public ManifoldPoint(Vector3f pointA, Vector3f pointB, Vector3f normal, float distance) {
init(pointA, pointB, normal, distance);
}
public void init(Vector3f pointA, Vector3f pointB, Vector3f normal, float distance) {
this.localPointA.set(pointA);
this.localPointB.set(pointB);
this.normalWorldOnB.set(normal);
this.distance1 = distance;
this.combinedFriction = 0f;
this.combinedRestitution = 0f;
this.userPersistentData = null;
this.appliedImpulse = 0f;
this.lateralFrictionInitialized = false;
this.appliedImpulseLateral1 = 0f;
this.appliedImpulseLateral2 = 0f;
this.lifeTime = 0;
}
public float getDistance() {
return distance1;
}
public int getLifeTime() {
return lifeTime;
}
public void set(ManifoldPoint p) {
localPointA.set(p.localPointA);
localPointB.set(p.localPointB);
positionWorldOnA.set(p.positionWorldOnA);
positionWorldOnB.set(p.positionWorldOnB);
normalWorldOnB.set(p.normalWorldOnB);
distance1 = p.distance1;
combinedFriction = p.combinedFriction;
combinedRestitution = p.combinedRestitution;
partId0 = p.partId0;
partId1 = p.partId1;
index0 = p.index0;
index1 = p.index1;
userPersistentData = p.userPersistentData;
appliedImpulse = p.appliedImpulse;
lateralFrictionInitialized = p.lateralFrictionInitialized;
appliedImpulseLateral1 = p.appliedImpulseLateral1;
appliedImpulseLateral2 = p.appliedImpulseLateral2;
lifeTime = p.lifeTime;
lateralFrictionDir1.set(p.lateralFrictionDir1);
lateralFrictionDir2.set(p.lateralFrictionDir2);
}
public Vector3f getPositionWorldOnA(Vector3f out) {
out.set(positionWorldOnA);
return out;
//return m_positionWorldOnB + m_normalWorldOnB * m_distance1;
}
public Vector3f getPositionWorldOnB(Vector3f out) {
out.set(positionWorldOnB);
return out;
}
public void setDistance(float dist) {
distance1 = dist;
}
}
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