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/*
 * Copyright (c) 2009-2012 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.control;

import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.objects.PhysicsRigidBody;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.Control;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.util.clone.Cloner;
import com.jme3.util.clone.JmeCloneable;

import java.io.IOException;

/**
 * A physics control to link a PhysicsRigidBody to a spatial.
 * 

* This class is shared between JBullet and Native Bullet. * * @author normenhansen */ public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl, JmeCloneable { /** * spatial to which this control is added, or null if none */ protected Spatial spatial; /** * true→control is enabled, false→control is disabled */ protected boolean enabled = true; /** * true→body is added to the physics space, false→not added */ protected boolean added = false; /** * space to which the body is (or would be) added */ protected PhysicsSpace space = null; /** * true→body is kinematic, false→body is static or dynamic */ protected boolean kinematicSpatial = true; /** * No-argument constructor needed by SavableClassUtil. Do not invoke * directly! */ public RigidBodyControl() { } /** * When using this constructor, the CollisionShape for the RigidBody is * generated automatically when the control is added to a spatial. * * @param mass When not 0, a HullCollisionShape is generated, otherwise a * MeshCollisionShape is used. For geometries with box or sphere meshes the * proper box or sphere collision shape is used. */ public RigidBodyControl(float mass) { this.mass = mass; } /** * Instantiate an enabled control with mass=1 and the specified collision * shape. * * @param shape the desired shape (not null, alias created) */ public RigidBodyControl(CollisionShape shape) { super(shape); } /** * Instantiate an enabled control with the specified collision shape and * mass. * * @param shape the desired shape (not null, alias created) * @param mass the desired mass (≥0) */ public RigidBodyControl(CollisionShape shape, float mass) { super(shape, mass); } /** * Clone this control for a different spatial. No longer used as of JME 3.1. * * @param spatial the spatial for the clone to control (or null) * @return a new control (not null) */ @Override public Control cloneForSpatial(Spatial spatial) { RigidBodyControl control = new RigidBodyControl(collisionShape, mass); control.setAngularFactor(getAngularFactor()); control.setAngularSleepingThreshold(getAngularSleepingThreshold()); control.setCcdMotionThreshold(getCcdMotionThreshold()); control.setCcdSweptSphereRadius(getCcdSweptSphereRadius()); control.setCollideWithGroups(getCollideWithGroups()); control.setCollisionGroup(getCollisionGroup()); control.setDamping(getLinearDamping(), getAngularDamping()); control.setFriction(getFriction()); control.setGravity(getGravity()); control.setKinematic(isKinematic()); control.setKinematicSpatial(isKinematicSpatial()); control.setLinearSleepingThreshold(getLinearSleepingThreshold()); control.setPhysicsLocation(getPhysicsLocation(null)); control.setPhysicsRotation(getPhysicsRotationMatrix(null)); control.setRestitution(getRestitution()); if (mass > 0) { control.setAngularVelocity(getAngularVelocity()); control.setLinearVelocity(getLinearVelocity()); } control.setApplyPhysicsLocal(isApplyPhysicsLocal()); return control; } /** * Create a shallow clone for the JME cloner. * * @return a new control (not null) */ @Override public Object jmeClone() { RigidBodyControl control = new RigidBodyControl(collisionShape, mass); control.setAngularFactor(getAngularFactor()); control.setAngularSleepingThreshold(getAngularSleepingThreshold()); control.setCcdMotionThreshold(getCcdMotionThreshold()); control.setCcdSweptSphereRadius(getCcdSweptSphereRadius()); control.setCollideWithGroups(getCollideWithGroups()); control.setCollisionGroup(getCollisionGroup()); control.setDamping(getLinearDamping(), getAngularDamping()); control.setFriction(getFriction()); control.setGravity(getGravity()); control.setKinematic(isKinematic()); control.setKinematicSpatial(isKinematicSpatial()); control.setLinearSleepingThreshold(getLinearSleepingThreshold()); control.setPhysicsLocation(getPhysicsLocation(null)); control.setPhysicsRotation(getPhysicsRotationMatrix(null)); control.setRestitution(getRestitution()); if (mass > 0) { control.setAngularVelocity(getAngularVelocity()); control.setLinearVelocity(getLinearVelocity()); } control.setApplyPhysicsLocal(isApplyPhysicsLocal()); control.spatial = this.spatial; control.setEnabled(isEnabled()); return control; } /** * Callback from {@link com.jme3.util.clone.Cloner} to convert this * shallow-cloned control into a deep-cloned one, using the specified cloner * and original to resolve copied fields. * * @param cloner the cloner that's cloning this control (not null) * @param original the control from which this control was shallow-cloned * (unused) */ @Override public void cloneFields( Cloner cloner, Object original ) { this.spatial = cloner.clone(spatial); } /** * 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) */ public void setSpatial(Spatial spatial) { this.spatial = spatial; setUserObject(spatial); if (spatial == null) { return; } if (collisionShape == null) { createCollisionShape(); rebuildRigidBody(); } setPhysicsLocation(getSpatialTranslation()); setPhysicsRotation(getSpatialRotation()); } /** * Set the collision shape based on the controlled spatial and its * descendents. */ protected void createCollisionShape() { if (spatial == null) { return; } if (spatial instanceof Geometry) { Geometry geom = (Geometry) spatial; Mesh mesh = geom.getMesh(); if (mesh instanceof Sphere) { collisionShape = new SphereCollisionShape(((Sphere) mesh).getRadius()); return; } else if (mesh instanceof Box) { collisionShape = new BoxCollisionShape(new Vector3f(((Box) mesh).getXExtent(), ((Box) mesh).getYExtent(), ((Box) mesh).getZExtent())); return; } } if (mass > 0) { collisionShape = CollisionShapeFactory.createDynamicMeshShape(spatial); } else { collisionShape = CollisionShapeFactory.createMeshShape(spatial); } } /** * Enable or disable this control. *

* When the control is disabled, the body is removed from physics space. * When the control is enabled again, the body is moved to the current * location of the spatial and then added to the physics space. * * @param enabled true→enable the control, false→disable it */ public void setEnabled(boolean enabled) { this.enabled = enabled; if (space != null) { if (enabled && !added) { if (spatial != null) { setPhysicsLocation(getSpatialTranslation()); setPhysicsRotation(getSpatialRotation()); } space.addCollisionObject(this); added = true; } else if (!enabled && added) { space.removeCollisionObject(this); added = false; } } } /** * Test whether this control is enabled. * * @return true if enabled, otherwise false */ public boolean isEnabled() { return enabled; } /** * Test whether this control is in kinematic mode. * * @return true if the spatial location and rotation are applied to the * rigid body, otherwise false */ public boolean isKinematicSpatial() { return kinematicSpatial; } /** * Enable or disable kinematic mode. In kinematic mode, the spatial's * location and rotation will be applied to the rigid body. * * @param kinematicSpatial true→kinematic, false→dynamic or static */ public void setKinematicSpatial(boolean kinematicSpatial) { this.kinematicSpatial = kinematicSpatial; } /** * Test whether physics-space coordinates should match the spatial's local * coordinates. * * @return true if matching local coordinates, false if matching world * coordinates */ public boolean isApplyPhysicsLocal() { return motionState.isApplyPhysicsLocal(); } /** * Alter whether physics-space coordinates should match the spatial's local * coordinates. * * @param applyPhysicsLocal true→match local coordinates, * false→match world coordinates (default=false) */ public void setApplyPhysicsLocal(boolean applyPhysicsLocal) { motionState.setApplyPhysicsLocal(applyPhysicsLocal); } /** * Access whichever spatial translation corresponds to the physics location. * * @return the pre-existing vector (not null) */ private Vector3f getSpatialTranslation(){ if(motionState.isApplyPhysicsLocal()){ return spatial.getLocalTranslation(); } return spatial.getWorldTranslation(); } /** * Access whichever spatial rotation corresponds to the physics rotation. * * @return the pre-existing quaternion (not null) */ private Quaternion getSpatialRotation(){ if(motionState.isApplyPhysicsLocal()){ return spatial.getLocalRotation(); } return spatial.getWorldRotation(); } /** * Update this control. Invoked once per frame, during the logical-state * update, provided the control is added to a scene. * * @param tpf the time interval between frames (in seconds, ≥0) */ public void update(float tpf) { if (enabled && spatial != null) { if (isKinematic() && kinematicSpatial) { super.setPhysicsLocation(getSpatialTranslation()); super.setPhysicsRotation(getSpatialRotation()); } else { getMotionState().applyTransform(spatial); } } } /** * Render this control. Invoked once per view port per frame, provided the * control is added to a scene. Should be invoked only by a subclass or by * the RenderManager. * * @param rm the render manager (not null) * @param vp the view port to render (not null) */ public void render(RenderManager rm, ViewPort vp) { } /** * If enabled, add this control's body to the specified physics space. In * not enabled, alter where the body would be added. The body is removed * from any other space it's currently in. * * @param newSpace where to add, or null to simply remove */ @Override public void setPhysicsSpace(PhysicsSpace newSpace) { if (space == newSpace) { return; } if (added) { space.removeCollisionObject(this); added = false; } if (newSpace != null && isEnabled()) { newSpace.addCollisionObject(this); added = true; } /* * If this control isn't enabled, its body will be * added to the new space when the control becomes enabled. */ space = newSpace; } /** * Access the physics space to which the body is (or would be) added. * * @return the pre-existing space, or null for none */ public PhysicsSpace getPhysicsSpace() { return space; } /** * Serialize this control, for example when saving to a J3O file. * * @param ex exporter (not null) * @throws IOException from exporter */ @Override public void write(JmeExporter ex) throws IOException { super.write(ex); OutputCapsule oc = ex.getCapsule(this); oc.write(enabled, "enabled", true); oc.write(motionState.isApplyPhysicsLocal(), "applyLocalPhysics", false); oc.write(kinematicSpatial, "kinematicSpatial", true); oc.write(spatial, "spatial", null); } /** * De-serialize this control, for example when loading from a J3O file. * * @param im importer (not null) * @throws IOException from importer */ @Override public void read(JmeImporter im) throws IOException { super.read(im); InputCapsule ic = im.getCapsule(this); enabled = ic.readBoolean("enabled", true); kinematicSpatial = ic.readBoolean("kinematicSpatial", true); spatial = (Spatial) ic.readSavable("spatial", null); motionState.setApplyPhysicsLocal(ic.readBoolean("applyLocalPhysics", false)); setUserObject(spatial); } }





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