/* * 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.linearmath; /** * DefaultMotionState provides a common implementation to synchronize world transforms * with offsets. * * @author jezek2 */ public class DefaultMotionState extends MotionState { /** Current interpolated world transform, used to draw object. */ public final Transform graphicsWorldTrans = new Transform(); /** Center of mass offset transform, used to adjust graphics world transform. */ public final Transform centerOfMassOffset = new Transform(); /** Initial world transform. */ public final Transform startWorldTrans = new Transform(); /** * Creates a new DefaultMotionState with all transforms set to identity. */ public DefaultMotionState() { graphicsWorldTrans.setIdentity(); centerOfMassOffset.setIdentity(); startWorldTrans.setIdentity(); } /** * Creates a new DefaultMotionState with initial world transform and center * of mass offset transform set to identity. */ public DefaultMotionState(Transform startTrans) { this.graphicsWorldTrans.set(startTrans); centerOfMassOffset.setIdentity(); this.startWorldTrans.set(startTrans); } /** * Creates a new DefaultMotionState with initial world transform and center * of mass offset transform. */ public DefaultMotionState(Transform startTrans, Transform centerOfMassOffset) { this.graphicsWorldTrans.set(startTrans); this.centerOfMassOffset.set(centerOfMassOffset); this.startWorldTrans.set(startTrans); } public Transform getWorldTransform(Transform out) { out.inverse(centerOfMassOffset); out.mul(graphicsWorldTrans); return out; } public void setWorldTransform(Transform centerOfMassWorldTrans) { graphicsWorldTrans.set(centerOfMassWorldTrans); graphicsWorldTrans.mul(centerOfMassOffset); } }