/*
* 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 java.io.IOException;
/**
*
* @author normenhansen
*/
public class RigidBodyControl extends PhysicsRigidBody implements PhysicsControl {
protected Spatial spatial;
protected boolean enabled = true;
protected boolean added = false;
protected PhysicsSpace space = null;
protected boolean kinematicSpatial = true;
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;
}
/**
* Creates a new PhysicsNode with the supplied collision shape and mass 1
* @param shape
*/
public RigidBodyControl(CollisionShape shape) {
super(shape);
}
public RigidBodyControl(CollisionShape shape, float mass) {
super(shape, mass);
}
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;
}
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
setUserObject(spatial);
if (spatial == null) {
return;
}
if (collisionShape == null) {
createCollisionShape();
rebuildRigidBody();
}
setPhysicsLocation(getSpatialTranslation());
setPhysicsRotation(getSpatialRotation());
}
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);
}
}
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;
}
}
}
public boolean isEnabled() {
return enabled;
}
/**
* Checks if this control is in kinematic spatial mode.
* @return true if the spatial location is applied to this kinematic rigidbody
*/
public boolean isKinematicSpatial() {
return kinematicSpatial;
}
/**
* Sets this control to kinematic spatial mode so that the spatials transform will
* be applied to the rigidbody in kinematic mode, defaults to true.
* @param kinematicSpatial
*/
public void setKinematicSpatial(boolean kinematicSpatial) {
this.kinematicSpatial = kinematicSpatial;
}
public boolean isApplyPhysicsLocal() {
return motionState.isApplyPhysicsLocal();
}
/**
* When set to true, the physics coordinates will be applied to the local
* translation of the Spatial instead of the world traslation.
* @param applyPhysicsLocal
*/
public void setApplyPhysicsLocal(boolean applyPhysicsLocal) {
motionState.setApplyPhysicsLocal(applyPhysicsLocal);
}
private Vector3f getSpatialTranslation(){
if(motionState.isApplyPhysicsLocal()){
return spatial.getLocalTranslation();
}
return spatial.getWorldTranslation();
}
private Quaternion getSpatialRotation(){
if(motionState.isApplyPhysicsLocal()){
return spatial.getLocalRotation();
}
return spatial.getWorldRotation();
}
public void update(float tpf) {
if (enabled && spatial != null) {
if (isKinematic() && kinematicSpatial) {
super.setPhysicsLocation(getSpatialTranslation());
super.setPhysicsRotation(getSpatialRotation());
} else {
getMotionState().applyTransform(spatial);
}
}
}
public void render(RenderManager rm, ViewPort vp) {
}
public void setPhysicsSpace(PhysicsSpace space) {
if (space == null) {
if (this.space != null) {
this.space.removeCollisionObject(this);
added = false;
}
} else {
if(this.space==space) return;
space.addCollisionObject(this);
added = true;
}
this.space = space;
}
public PhysicsSpace getPhysicsSpace() {
return space;
}
@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);
}
@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);
}
}