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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
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* 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
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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package com.jme3.bounding;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.Savable;
import com.jme3.math.*;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.nio.FloatBuffer;
/**
* BoundingVolume
defines an interface for dealing with
* containment of a collection of points.
*
* @author Mark Powell
* @version $Id: BoundingVolume.java,v 1.24 2007/09/21 15:45:32 nca Exp $
*/
public abstract class BoundingVolume implements Savable, Cloneable, Collidable {
/**
* The type of bounding volume being used.
*/
public enum Type {
/**
* {@link BoundingSphere}
*/
Sphere,
/**
* {@link BoundingBox}.
*/
AABB,
/**
* Currently unsupported by jME3.
*/
Capsule;
}
protected int checkPlane = 0;
protected Vector3f center = new Vector3f();
public BoundingVolume() {
}
public BoundingVolume(Vector3f center) {
this.center.set(center);
}
/**
* Grabs the plane we should check first.
*
* @return the index of the plane to be checked first
*/
public int getCheckPlane() {
return checkPlane;
}
/**
* Sets the index of the plane that should be first checked during rendering.
*
* @param value the index of the plane to be checked first
*/
public final void setCheckPlane(int value) {
checkPlane = value;
}
/**
* getType returns the type of bounding volume this is.
*
* @return an enum value
*/
public abstract Type getType();
/**
* transform
alters the location of the bounding volume by a
* rotation, translation and a scalar.
*
* @param trans
* the transform to affect the bound.
* @return the new bounding volume.
*/
public final BoundingVolume transform(Transform trans) {
return transform(trans, null);
}
/**
* transform
alters the location of the bounding volume by a
* rotation, translation and a scalar.
*
* @param trans
* the transform to affect the bound.
* @param store
* bounding volume to store result in
* @return the new bounding volume.
*/
public abstract BoundingVolume transform(Transform trans, BoundingVolume store);
public abstract BoundingVolume transform(Matrix4f trans, BoundingVolume store);
/**
* whichSide
returns the side on which the bounding volume
* lies on a plane. Possible values are POSITIVE_SIDE, NEGATIVE_SIDE, and
* NO_SIDE.
*
* @param plane
* the plane to check against this bounding volume.
* @return the side on which this bounding volume lies.
*/
public abstract Plane.Side whichSide(Plane plane);
/**
* computeFromPoints
generates a bounding volume that
* encompasses a collection of points.
*
* @param points
* the points to contain.
*/
public abstract void computeFromPoints(FloatBuffer points);
/**
* merge
combines two bounding volumes into a single bounding
* volume that contains both this bounding volume and the parameter volume.
*
* @param volume
* the volume to combine.
* @return the new merged bounding volume.
*/
public abstract BoundingVolume merge(BoundingVolume volume);
/**
* mergeLocal
combines two bounding volumes into a single
* bounding volume that contains both this bounding volume and the parameter
* volume. The result is stored locally.
*
* @param volume
* the volume to combine.
* @return this
*/
public abstract BoundingVolume mergeLocal(BoundingVolume volume);
/**
* clone
creates a new BoundingVolume object containing the
* same data as this one.
*
* @param store
* where to store the cloned information. if null or wrong class,
* a new store is created.
* @return the new BoundingVolume
*/
public abstract BoundingVolume clone(BoundingVolume store);
public final Vector3f getCenter() {
return center;
}
public final Vector3f getCenter(Vector3f store) {
store.set(center);
return store;
}
public final void setCenter(Vector3f newCenter) {
center.set(newCenter);
}
public final void setCenter(float x, float y, float z) {
center.set(x, y, z);
}
/**
* Find the distance from the center of this Bounding Volume to the given
* point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public final float distanceTo(Vector3f point) {
return center.distance(point);
}
/**
* Find the squared distance from the center of this Bounding Volume to the
* given point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public final float distanceSquaredTo(Vector3f point) {
return center.distanceSquared(point);
}
/**
* Find the distance from the nearest edge of this Bounding Volume to the given
* point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public abstract float distanceToEdge(Vector3f point);
/**
* determines if this bounding volume and a second given volume are
* intersecting. Intersecting being: one volume contains another, one volume
* overlaps another or one volume touches another.
*
* @param bv
* the second volume to test against.
* @return true if this volume intersects the given volume.
*/
public abstract boolean intersects(BoundingVolume bv);
/**
* determines if a ray intersects this bounding volume.
*
* @param ray
* the ray to test.
* @return true if this volume is intersected by a given ray.
*/
public abstract boolean intersects(Ray ray);
/**
* determines if this bounding volume and a given bounding sphere are
* intersecting.
*
* @param bs
* the bounding sphere to test against.
* @return true if this volume intersects the given bounding sphere.
*/
public abstract boolean intersectsSphere(BoundingSphere bs);
/**
* determines if this bounding volume and a given bounding box are
* intersecting.
*
* @param bb
* the bounding box to test against.
* @return true if this volume intersects the given bounding box.
*/
public abstract boolean intersectsBoundingBox(BoundingBox bb);
/*
* determines if this bounding volume and a given bounding box are
* intersecting.
*
* @param bb
* the bounding box to test against.
* @return true if this volume intersects the given bounding box.
*/
// public abstract boolean intersectsOrientedBoundingBox(OrientedBoundingBox bb);
/**
* determines if a given point is contained within this bounding volume.
* If the point is on the edge of the bounding volume, this method will
* return false. Use intersects(Vector3f) to check for edge intersection.
*
* @param point
* the point to check
* @return true if the point lies within this bounding volume.
*/
public abstract boolean contains(Vector3f point);
/**
* Determines if a given point intersects (touches or is inside) this bounding volume.
*
* @param point the point to check
* @return true if the point lies within this bounding volume.
*/
public abstract boolean intersects(Vector3f point);
public abstract float getVolume();
@Override
public BoundingVolume clone() {
try {
BoundingVolume clone = (BoundingVolume) super.clone();
clone.center = center.clone();
return clone;
} catch (CloneNotSupportedException ex) {
throw new AssertionError();
}
}
@Override
public void write(JmeExporter e) throws IOException {
e.getCapsule(this).write(center, "center", Vector3f.ZERO);
}
@Override
public void read(JmeImporter importer) throws IOException {
center = (Vector3f) importer.getCapsule(this).readSavable("center", Vector3f.ZERO.clone());
}
public int collideWith(Collidable other) {
TempVars tempVars = TempVars.get();
try {
CollisionResults tempResults = tempVars.collisionResults;
tempResults.clear();
return collideWith(other, tempResults);
} finally {
tempVars.release();
}
}
}
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