/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* 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
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.badlogic.gdx.ai.tests.steer.bullet.tests;
import com.badlogic.gdx.ai.utils.Collision;
import com.badlogic.gdx.ai.utils.Ray;
import com.badlogic.gdx.ai.utils.RaycastCollisionDetector;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.ClosestNotMeRayResultCallback;
import com.badlogic.gdx.physics.bullet.collision.ClosestRayResultCallback;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btCollisionWorld;
/** A 3D {@link RaycastCollisionDetector} to be used with bullet physics. It reports the closest collision which is not the
* supplied "me" collision object.
* @author Daniel Holderbaum
* @author davebaol */
public class BulletRaycastCollisionDetector implements RaycastCollisionDetector<Vector3> {
btCollisionWorld world;
ClosestRayResultCallback callback;
public BulletRaycastCollisionDetector (btCollisionWorld world, btCollisionObject me) {
this.world = world;
this.callback = new ClosestNotMeRayResultCallback(me);
}
@Override
public boolean collides (Ray<Vector3> ray) {
return findCollision(null, ray);
}
@Override
public boolean findCollision (Collision<Vector3> outputCollision, Ray<Vector3> inputRay) {
// reset because we reuse the callback
callback.setCollisionObject(null);
world.rayTest(inputRay.start, inputRay.end, callback);
if (outputCollision != null) {
callback.getHitPointWorld(outputCollision.point);
callback.getHitNormalWorld(outputCollision.normal);
}
return callback.hasHit();
}
}