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/*
* Copyright (c) 2009-2018 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.debug;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
/**
* The abstract base class for physics-debug controls (such as
* BulletRigidBodyDebugControl) used to visualize individual collision objects
* and joints.
* <p>
* This class is shared between JBullet and Native Bullet.
*
* @author normenhansen
*/
@Deprecated
public abstract class AbstractPhysicsDebugControl extends AbstractControl {
private final Quaternion tmp_inverseWorldRotation = new Quaternion();
/**
* the app state that this control serves
*/
protected final BulletDebugAppState debugAppState;
/**
* Instantiate an enabled control to serve the specified debug app state.
*
* @param debugAppState which app state (not null, alias created)
*/
public AbstractPhysicsDebugControl(BulletDebugAppState debugAppState) {
this.debugAppState = debugAppState;
}
/**
* This is called on the physics thread for debug controls
*/
@Override
protected abstract void controlUpdate(float tpf);
/**
* Apply the specified location and orientation to the controlled spatial.
*
* @param worldLocation location vector (in physics-space coordinates, not
* null, unaffected)
* @param worldRotation orientation (in physics-space coordinates, not null,
* unaffected)
*/
protected void applyPhysicsTransform(Vector3f worldLocation, Quaternion worldRotation) {
applyPhysicsTransform(worldLocation, worldRotation, this.spatial);
}
/**
* Apply the specified location and orientation to the specified spatial.
*
* @param worldLocation location vector (in physics-space coordinates, not
* null, unaffected)
* @param worldRotation orientation (in physics-space coordinates, not null,
* unaffected)
* @param spatial where to apply (may be null)
*/
protected void applyPhysicsTransform(Vector3f worldLocation, Quaternion worldRotation, Spatial spatial) {
if (spatial != null) {
Vector3f localLocation = spatial.getLocalTranslation();
Quaternion localRotationQuat = spatial.getLocalRotation();
if (spatial.getParent() != null) {
localLocation.set(worldLocation).subtractLocal(spatial.getParent().getWorldTranslation());
localLocation.divideLocal(spatial.getParent().getWorldScale());
tmp_inverseWorldRotation.set(spatial.getParent().getWorldRotation()).inverseLocal().multLocal(localLocation);
localRotationQuat.set(worldRotation);
tmp_inverseWorldRotation.set(spatial.getParent().getWorldRotation()).inverseLocal().mult(localRotationQuat, localRotationQuat);
spatial.setLocalTranslation(localLocation);
spatial.setLocalRotation(localRotationQuat);
} else {
spatial.setLocalTranslation(worldLocation);
spatial.setLocalRotation(worldRotation);
}
}
}
}