/* * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package com.bulletphysics.collision.narrowphase; import com.bulletphysics.linearmath.IDebugDraw; import com.bulletphysics.linearmath.Transform; import javax.vecmath.Vector3f; /** * This interface is made to be used by an iterative approach to do TimeOfImpact calculations.<p> * * This interface allows to query for closest points and penetration depth between two (convex) objects * the closest point is on the second object (B), and the normal points from the surface on B towards A. * distance is between closest points on B and closest point on A. So you can calculate closest point on A * by taking <code>closestPointInA = closestPointInB + distance * normalOnSurfaceB</code>. * * @author jezek2 */ public abstract class DiscreteCollisionDetectorInterface { public static abstract class Result { ///setShapeIdentifiers provides experimental support for per-triangle material / custom material combiner public abstract void setShapeIdentifiers(int partId0, int index0, int partId1, int index1); public abstract void addContactPoint(Vector3f normalOnBInWorld, Vector3f pointInWorld, float depth); } public static class ClosestPointInput { public final Transform transformA = new Transform(); public final Transform transformB = new Transform(); public float maximumDistanceSquared; //btStackAlloc* m_stackAlloc; public ClosestPointInput() { init(); } public void init() { maximumDistanceSquared = Float.MAX_VALUE; } } /** * Give either closest points (distance > 0) or penetration (distance) * the normal always points from B towards A. */ public final void getClosestPoints(ClosestPointInput input,Result output, IDebugDraw debugDraw) { getClosestPoints(input, output, debugDraw, false); } /** * Give either closest points (distance > 0) or penetration (distance) * the normal always points from B towards A. */ public abstract void getClosestPoints(ClosestPointInput input,Result output, IDebugDraw debugDraw, boolean swapResults); }