/* * 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.collision; import com.jme3.math.Vector3f; /** * Contains the results of a PhysicsSpace rayTest. * <b>Read data only in callback method, object is reused</b> * @author normenhansen */ public class PhysicsRayTestResult { private PhysicsCollisionObject collisionObject; private Vector3f hitNormalLocal; private float hitFraction; private boolean normalInWorldSpace; public PhysicsRayTestResult() { } public PhysicsRayTestResult(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) { this.collisionObject = collisionObject; this.hitNormalLocal = hitNormalLocal; this.hitFraction = hitFraction; this.normalInWorldSpace = normalInWorldSpace; } /** * @return the PhysicsObject the ray collided with */ public PhysicsCollisionObject getCollisionObject() { return collisionObject; } /** * @return the normal of the collision in the objects local space */ public Vector3f getHitNormalLocal() { return hitNormalLocal; } /** * The hitFraction is the fraction of the ray length (yeah, I know) at which the collision occurred. * If e.g. the raytest was from 0,0,0 to 0,6,0 and the hitFraction is 0.5 then the collision occurred at 0,3,0 * @return the hitFraction */ public float getHitFraction() { return hitFraction; } /** * @return the normalInWorldSpace */ public boolean isNormalInWorldSpace() { return normalInWorldSpace; } public void fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) { this.collisionObject = collisionObject; this.hitNormalLocal = hitNormalLocal; this.hitFraction = hitFraction; this.normalInWorldSpace = normalInWorldSpace; } }