/* * 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.dynamics; import com.bulletphysics.BulletGlobals; import com.bulletphysics.collision.shapes.CollisionShape; import com.bulletphysics.linearmath.MotionState; import com.bulletphysics.linearmath.Transform; import javax.vecmath.Vector3f; /** * RigidBodyConstructionInfo provides information to create a rigid body.<p> * * Setting mass to zero creates a fixed (non-dynamic) rigid body. For dynamic objects, * you can use the collision shape to approximate the local inertia tensor, otherwise * use the zero vector (default argument).<p> * * You can use {@link MotionState} to synchronize the world transform * between physics and graphics objects. And if the motion state is provided, the rigid * body will initialize its initial world transform from the motion state, * {@link #startWorldTransform startWorldTransform} is only used when you don't provide * a motion state. * * @author jezek2 */ public class RigidBodyConstructionInfo { public float mass; /** * When a motionState is provided, the rigid body will initialize its world transform * from the motion state. In this case, startWorldTransform is ignored. */ public MotionState motionState; public final Transform startWorldTransform = new Transform(); public CollisionShape collisionShape; public final Vector3f localInertia = new Vector3f(); public float linearDamping = 0f; public float angularDamping = 0f; /** Best simulation results when friction is non-zero. */ public float friction = 0.5f; /** Best simulation results using zero restitution. */ public float restitution = 0f; public float linearSleepingThreshold = 0.8f; public float angularSleepingThreshold = 1.0f; /** * Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. * Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics * system has improved, this should become obsolete. */ public boolean additionalDamping = false; public float additionalDampingFactor = 0.005f; public float additionalLinearDampingThresholdSqr = 0.01f; public float additionalAngularDampingThresholdSqr = 0.01f; public float additionalAngularDampingFactor = 0.01f; public RigidBodyConstructionInfo(float mass, MotionState motionState, CollisionShape collisionShape) { this(mass, motionState, collisionShape, new Vector3f(0f, 0f, 0f)); } public RigidBodyConstructionInfo(float mass, MotionState motionState, CollisionShape collisionShape, Vector3f localInertia) { this.mass = mass; this.motionState = motionState; this.collisionShape = collisionShape; this.localInertia.set(localInertia); startWorldTransform.setIdentity(); } }