
com.jme3.bullet.collision.PhysicsSweepTestResult Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of jme3-bullet Show documentation
Show all versions of jme3-bullet Show documentation
jMonkeyEngine is a 3D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2018 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.collision;
import com.jme3.math.Vector3f;
/**
* Represent the results of a Bullet sweep test.
*
* @author normenhansen
*/
public class PhysicsSweepTestResult {
/**
* collision object that was hit
*/
private PhysicsCollisionObject collisionObject;
/**
* normal vector at the point of contact
*/
private Vector3f hitNormalLocal;
/**
* fraction of the way between the transforms (from=0, to=1, ≥0, ≤1)
*/
private float hitFraction;
/**
* true→need to transform normal into world space
*/
private boolean normalInWorldSpace;
/**
* A private constructor to inhibit instantiation of this class by Java.
* These results are instantiated exclusively by native code.
*/
public PhysicsSweepTestResult() {
}
public PhysicsSweepTestResult(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
this.collisionObject = collisionObject;
this.hitNormalLocal = hitNormalLocal;
this.hitFraction = hitFraction;
this.normalInWorldSpace = normalInWorldSpace;
}
/**
* Access the collision object that was hit.
*
* @return the pre-existing instance
*/
public PhysicsCollisionObject getCollisionObject() {
return collisionObject;
}
/**
* Access the normal vector at the point of contact.
*
* @return the pre-existing vector (not null)
*/
public Vector3f getHitNormalLocal() {
return hitNormalLocal;
}
/**
* Read the fraction of fraction of the way between the transforms (from=0,
* to=1, ≥0, ≤1)
*
* @return fraction (from=0, to=1, ≥0, ≤1)
*/
public float getHitFraction() {
return hitFraction;
}
/**
* Test whether the normal is in world space.
*
* @return true if in world space, otherwise false
*/
public boolean isNormalInWorldSpace() {
return normalInWorldSpace;
}
/**
* Fill in the fields of this result.
*
* @param collisionObject
* @param hitNormalLocal
* @param hitFraction
* @param normalInWorldSpace
*/
public void fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) {
this.collisionObject = collisionObject;
this.hitNormalLocal = hitNormalLocal;
this.hitFraction = hitFraction;
this.normalInWorldSpace = normalInWorldSpace;
}
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy