/* * 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 javax.vecmath.Vector3f; /** * * @author jezek2 */ public class PointCollector extends DiscreteCollisionDetectorInterface.Result { public final Vector3f normalOnBInWorld = new Vector3f(); public final Vector3f pointInWorld = new Vector3f(); public float distance = 1e30f; // negative means penetration public boolean hasResult = false; public void setShapeIdentifiers(int partId0, int index0, int partId1, int index1) { // ?? } public void addContactPoint(Vector3f normalOnBInWorld, Vector3f pointInWorld, float depth) { if (depth < distance) { hasResult = true; this.normalOnBInWorld.set(normalOnBInWorld); this.pointInWorld.set(pointInWorld); // negative means penetration distance = depth; } } }