/* * Java port of Bullet (c) 2008 Martin Dvorak * * 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.collision.shapes; import com.bulletphysics.BulletGlobals; import com.bulletphysics.collision.broadphase.BroadphaseNativeType; import com.bulletphysics.linearmath.Transform; import com.bulletphysics.linearmath.VectorUtil; import cz.advel.stack.Stack; import javax.vecmath.Vector3f; /** * ConeShape implements a cone shape primitive, centered around the origin and * aligned with the Y axis. The {@link ConeShapeX} is aligned around the X axis * and {@link ConeShapeZ} around the Z axis. * * @author jezek2 */ public class ConeShape extends ConvexInternalShape { private float sinAngle; private float radius; private float height; private int[] coneIndices = new int[3]; public ConeShape(float radius, float height) { this.radius = radius; this.height = height; setConeUpIndex(1); sinAngle = (radius / (float)Math.sqrt(this.radius * this.radius + this.height * this.height)); } public float getRadius() { return radius; } public float getHeight() { return height; } private Vector3f coneLocalSupport(Vector3f v, Vector3f out) { float halfHeight = height * 0.5f; if (VectorUtil.getCoord(v, coneIndices[1]) > v.length() * sinAngle) { VectorUtil.setCoord(out, coneIndices[0], 0f); VectorUtil.setCoord(out, coneIndices[1], halfHeight); VectorUtil.setCoord(out, coneIndices[2], 0f); return out; } else { float v0 = VectorUtil.getCoord(v, coneIndices[0]); float v2 = VectorUtil.getCoord(v, coneIndices[2]); float s = (float)Math.sqrt(v0 * v0 + v2 * v2); if (s > BulletGlobals.FLT_EPSILON) { float d = radius / s; VectorUtil.setCoord(out, coneIndices[0], VectorUtil.getCoord(v, coneIndices[0]) * d); VectorUtil.setCoord(out, coneIndices[1], -halfHeight); VectorUtil.setCoord(out, coneIndices[2], VectorUtil.getCoord(v, coneIndices[2]) * d); return out; } else { VectorUtil.setCoord(out, coneIndices[0], 0f); VectorUtil.setCoord(out, coneIndices[1], -halfHeight); VectorUtil.setCoord(out, coneIndices[2], 0f); return out; } } } @Override public Vector3f localGetSupportingVertexWithoutMargin(Vector3f vec, Vector3f out) { return coneLocalSupport(vec, out); } @Override public void batchedUnitVectorGetSupportingVertexWithoutMargin(Vector3f[] vectors, Vector3f[] supportVerticesOut, int numVectors) { for (int i=0; i