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/*
 * Copyright (c) 2009-2018 jMonkeyEngine
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 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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package com.jme3.bullet.util;

import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
import com.jme3.math.Matrix3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.TempVars;
import java.util.Iterator;
import java.util.List;

/**
 * A utility class to generate debug spatials from Bullet collision shapes.
 *
 * @author CJ Hare, normenhansen
 */
public class DebugShapeFactory {

    /** The maximum corner for the aabb used for triangles to include in ConcaveShape processing.*/
//    private static final Vector3f aabbMax = new Vector3f(1e30f, 1e30f, 1e30f);
    /** The minimum corner for the aabb used for triangles to include in ConcaveShape processing.*/
//    private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);

    /**
     * Create a debug spatial from the specified collision shape.
     * 

* This is mostly used internally. To attach a debug shape to a physics * object, call attachDebugShape(AssetManager manager); on it. * * @param collisionShape the shape to visualize (may be null, unaffected) * @return a new tree of geometries, or null */ public static Spatial getDebugShape(CollisionShape collisionShape) { if (collisionShape == null) { return null; } Spatial debugShape; if (collisionShape instanceof CompoundCollisionShape) { CompoundCollisionShape shape = (CompoundCollisionShape) collisionShape; List children = shape.getChildren(); Node node = new Node("DebugShapeNode"); for (Iterator it = children.iterator(); it.hasNext();) { ChildCollisionShape childCollisionShape = it.next(); CollisionShape ccollisionShape = childCollisionShape.shape; Geometry geometry = createDebugShape(ccollisionShape); // apply translation geometry.setLocalTranslation(childCollisionShape.location); // apply rotation TempVars vars = TempVars.get(); Matrix3f tempRot = vars.tempMat3; tempRot.set(geometry.getLocalRotation()); childCollisionShape.rotation.mult(tempRot, tempRot); geometry.setLocalRotation(tempRot); vars.release(); node.attachChild(geometry); } debugShape = node; } else { debugShape = createDebugShape(collisionShape); } if (debugShape == null) { return null; } debugShape.updateGeometricState(); return debugShape; } /** * Create a geometry for visualizing the specified shape. * * @param shape (not null, unaffected) * @return a new geometry (not null) */ private static Geometry createDebugShape(CollisionShape shape) { Geometry geom = new Geometry(); geom.setMesh(DebugShapeFactory.getDebugMesh(shape)); // geom.setLocalScale(shape.getScale()); geom.updateModelBound(); return geom; } /** * Create a mesh for visualizing the specified shape. * * @param shape (not null, unaffected) * @return a new mesh (not null) */ public static Mesh getDebugMesh(CollisionShape shape) { Mesh mesh = new Mesh(); DebugMeshCallback callback = new DebugMeshCallback(); long id = shape.getObjectId(); getVertices(id, callback); mesh.setBuffer(Type.Position, 3, callback.getVertices()); mesh.getFloatBuffer(Type.Position).clear(); return mesh; } private static native void getVertices(long shapeId, DebugMeshCallback buffer); }





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