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JBullet - Java port of Bullet Physics Library
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* This source file is part of GIMPACT Library.
*
* For the latest info, see http://gimpact.sourceforge.net/
*
* Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
* email: [email protected]
*
* 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.extras.gimpact;
import com.bulletphysics.collision.shapes.StaticPlaneShape;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.linearmath.VectorUtil;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;
import javax.vecmath.Vector4f;
/**
*
* @author jezek2
*/
class PlaneShape {
public static void get_plane_equation(StaticPlaneShape shape, Vector4f equation) {
Vector3f tmp = Stack.alloc(Vector3f.class);
equation.set(shape.getPlaneNormal(tmp));
equation.w = shape.getPlaneConstant();
}
public static void get_plane_equation_transformed(StaticPlaneShape shape, Transform trans, Vector4f equation) {
get_plane_equation(shape, equation);
Vector3f tmp = Stack.alloc(Vector3f.class);
trans.basis.getRow(0, tmp);
float x = VectorUtil.dot3(tmp, equation);
trans.basis.getRow(1, tmp);
float y = VectorUtil.dot3(tmp, equation);
trans.basis.getRow(2, tmp);
float z = VectorUtil.dot3(tmp, equation);
float w = VectorUtil.dot3(trans.origin, equation) + equation.w;
equation.set(x, y, z, w);
}
}