/*
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* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
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*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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package com.bulletphysics.linearmath;
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/**
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* DefaultMotionState provides a common implementation to synchronize world transforms
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* with offsets.
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*
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* @author jezek2
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*/
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public class DefaultMotionState extends MotionState implements java.io.Serializable {
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/** Current interpolated world transform, used to draw object. */
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public final Transform graphicsWorldTrans = new Transform();
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/** Center of mass offset transform, used to adjust graphics world transform. */
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public final Transform centerOfMassOffset = new Transform();
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/** Initial world transform. */
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public final Transform startWorldTrans = new Transform();
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/**
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* Creates a new DefaultMotionState with all transforms set to identity.
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*/
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public DefaultMotionState() {
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graphicsWorldTrans.setIdentity();
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centerOfMassOffset.setIdentity();
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startWorldTrans.setIdentity();
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}
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/**
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* Creates a new DefaultMotionState with initial world transform and center
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* of mass offset transform set to identity.
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*/
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public DefaultMotionState(Transform startTrans) {
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this.graphicsWorldTrans.set(startTrans);
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centerOfMassOffset.setIdentity();
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this.startWorldTrans.set(startTrans);
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}
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/**
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* Creates a new DefaultMotionState with initial world transform and center
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* of mass offset transform.
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*/
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public DefaultMotionState(Transform startTrans, Transform centerOfMassOffset) {
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this.graphicsWorldTrans.set(startTrans);
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this.centerOfMassOffset.set(centerOfMassOffset);
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this.startWorldTrans.set(startTrans);
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}
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public Transform getWorldTransform(Transform out) {
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out.inverse(centerOfMassOffset);
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out.mul(graphicsWorldTrans);
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return out;
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}
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public void setWorldTransform(Transform centerOfMassWorldTrans) {
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graphicsWorldTrans.set(centerOfMassWorldTrans);
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graphicsWorldTrans.mul(centerOfMassOffset);
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}
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}
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