BulletGhostObjectDebugControl.java 3.7 KB

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  1. /*
  2. * Copyright (c) 2009-2012 jMonkeyEngine
  3. * All rights reserved.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are
  7. * met:
  8. *
  9. * * Redistributions of source code must retain the above copyright
  10. * notice, this list of conditions and the following disclaimer.
  11. *
  12. * * Redistributions in binary form must reproduce the above copyright
  13. * notice, this list of conditions and the following disclaimer in the
  14. * documentation and/or other materials provided with the distribution.
  15. *
  16. * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
  17. * may be used to endorse or promote products derived from this software
  18. * without specific prior written permission.
  19. *
  20. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
  22. * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  23. * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  24. * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  25. * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  26. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  27. * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  28. * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  29. * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  30. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. */
  32. package com.jme3.bullet.debug;
  33. import com.jme3.bullet.collision.shapes.CollisionShape;
  34. import com.jme3.bullet.objects.PhysicsGhostObject;
  35. import com.jme3.bullet.util.DebugShapeFactory;
  36. import com.jme3.math.Quaternion;
  37. import com.jme3.math.Vector3f;
  38. import com.jme3.renderer.RenderManager;
  39. import com.jme3.renderer.ViewPort;
  40. import com.jme3.scene.Node;
  41. import com.jme3.scene.Spatial;
  42. /**
  43. *
  44. * @author normenhansen
  45. */
  46. public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
  47. protected final PhysicsGhostObject body;
  48. protected final Vector3f location = new Vector3f();
  49. protected final Quaternion rotation = new Quaternion();
  50. protected CollisionShape myShape;
  51. protected Spatial geom;
  52. public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) {
  53. super(debugAppState);
  54. this.body = body;
  55. myShape = body.getCollisionShape();
  56. this.geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
  57. this.geom.setName(body.toString());
  58. this.geom.setName(body.toString());
  59. geom.setMaterial(debugAppState.DEBUG_YELLOW);
  60. }
  61. @Override
  62. public void setSpatial(Spatial spatial) {
  63. if (spatial != null && spatial instanceof Node) {
  64. Node node = (Node) spatial;
  65. node.attachChild(geom);
  66. } else if (spatial == null && this.spatial != null) {
  67. Node node = (Node) this.spatial;
  68. node.detachChild(geom);
  69. }
  70. super.setSpatial(spatial);
  71. }
  72. @Override
  73. protected void controlUpdate(float tpf) {
  74. if (myShape != body.getCollisionShape()) {
  75. Node node = (Node) this.spatial;
  76. node.detachChild(geom);
  77. geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
  78. geom.setMaterial(debugAppState.DEBUG_YELLOW);
  79. node.attachChild(geom);
  80. }
  81. applyPhysicsTransform(body.getPhysicsLocation(location), Quaternion.IDENTITY);
  82. geom.setLocalScale(body.getCollisionShape().getScale());
  83. }
  84. @Override
  85. protected void controlRender(RenderManager rm, ViewPort vp) {
  86. }
  87. }