public void ghostNoChildren(boolean ghost) { int flags = body.getCollisionFlags(); int noContact = CollisionFlags.NO_CONTACT_RESPONSE; if (ghost) flags |= noContact; else flags &= ~noContact; body.setCollisionFlags(flags); }
public void dynamics(boolean restore) { if (currBodyType.equals("DYNAMIC") || currBodyType.equals("RIGID_BODY")) { if (restore) { bodyType(currBodyType); } else { // suspend body.setCollisionFlags(body.getCollisionFlags() | CollisionFlags.KINEMATIC_OBJECT); } } }
public void bodyType(String s) { int flags = body.getCollisionFlags(); if (body.isInWorld()) scene.world.removeRigidBody(body); if (s.equals("NO_COLLISION")) { for (GameObject g : touchingObjects) g.activate(); flags &= ~CollisionFlags.KINEMATIC_OBJECT; } else { if (s.equals("STATIC")) { flags |= CollisionFlags.KINEMATIC_OBJECT; } else if (s.equals("SENSOR")) { flags |= CollisionFlags.KINEMATIC_OBJECT; flags |= CollisionFlags.NO_CONTACT_RESPONSE; } else { // NO_COLLISION -> DYNAMIC or RIGID_BODY hack if (currBodyType.equals("NO_COLLISION")) { body.clearForces(); body.setLinearVelocity(new Vector3f()); } // kinematic initialization hack if (mass() == Float.POSITIVE_INFINITY) { mass(1); // Blender default flags &= ~CollisionFlags.KINEMATIC_OBJECT; body.setCollisionFlags(flags); } flags &= ~CollisionFlags.KINEMATIC_OBJECT; if (s.equals("DYNAMIC")) { body.setAngularVelocity(new Vector3f()); body.setAngularFactor(0); } else if (s.equals("RIGID_BODY")) { body.setAngularFactor(1); } else { throw new RuntimeException(s + " is no valid bodyType name."); } } scene.world.addRigidBody(body); activate(); } body.setCollisionFlags(flags); currBodyType = s; }
public boolean ghost() { int noContact = body.getCollisionFlags() & CollisionFlags.NO_CONTACT_RESPONSE; return noContact != 0 ? true : false; }