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