/*******************************************************************************
* Copyright 2015 See AUTHORS file.
* <p/>
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* <p/>
* http://www.apache.org/licenses/LICENSE-2.0
* <p/>
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.mygdx.game.objects;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.Collision;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btCollisionShape;
import com.badlogic.gdx.physics.bullet.dynamics.btRigidBody;
/**
* @author jsjolund
*/
public class InvisibleBody extends GameObject {
private final static Vector3 localInertia = new Vector3();
public final btRigidBody body;
public final short belongsToFlag;
public final short collidesWithFlag;
public final btCollisionShape shape;
public final btRigidBody.btRigidBodyConstructionInfo constructionInfo;
protected final float mass;
public InvisibleBody(String name,
btCollisionShape shape,
float mass,
Matrix4 transform,
short belongsToFlag,
short collidesWithFlag,
boolean callback,
boolean noDeactivate) {
super(name);
this.mass = mass;
this.shape = shape;
this.belongsToFlag = belongsToFlag;
this.collidesWithFlag = collidesWithFlag;
if (mass > 0f) {
shape.calculateLocalInertia(mass, localInertia);
} else {
localInertia.set(0, 0, 0);
}
this.constructionInfo = new btRigidBody.btRigidBodyConstructionInfo(
mass, null, shape, localInertia);
body = new btRigidBody(constructionInfo);
body.setWorldTransform(transform);
body.setContactCallbackFlag(belongsToFlag);
if (callback) {
body.setCollisionFlags(body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
}
if (noDeactivate) {
body.setActivationState(Collision.DISABLE_DEACTIVATION);
}
}
public InvisibleBody(String id,
btCollisionShape shape,
float mass,
Vector3 location,
Vector3 rotation,
short belongsToFlag,
short collidesWithFlag,
boolean callback,
boolean noDeactivate) {
this(id, shape, mass,
new Matrix4()
.rotate(Vector3.X, rotation.x)
.rotate(Vector3.Z, rotation.z)
.rotate(Vector3.Y, rotation.y)
.setTranslation(location),
belongsToFlag, collidesWithFlag, callback, noDeactivate);
}
@Override
public void update(float deltaTime) {
}
@Override
public void dispose() {
// Let the calling class be responsible for shape dispose since it can be reused
// shape.dispose();
constructionInfo.dispose();
body.dispose();
}
}