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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 package jme3test.bullet;
34 
35 import com.jme3.app.SimpleApplication;
36 import com.jme3.bullet.BulletAppState;
37 import com.jme3.bullet.PhysicsSpace;
38 import com.jme3.bullet.collision.PhysicsCollisionEvent;
39 import com.jme3.bullet.collision.PhysicsCollisionListener;
40 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
41 import com.jme3.renderer.RenderManager;
42 import com.jme3.scene.shape.Sphere;
43 import com.jme3.scene.shape.Sphere.TextureMode;
44 
45 /**
46  *
47  * @author normenhansen
48  */
49 public class TestCollisionListener extends SimpleApplication implements PhysicsCollisionListener {
50 
51     private BulletAppState bulletAppState;
52     private Sphere bullet;
53     private SphereCollisionShape bulletCollisionShape;
54 
main(String[] args)55     public static void main(String[] args) {
56         TestCollisionListener app = new TestCollisionListener();
57         app.start();
58     }
59 
60     @Override
simpleInitApp()61     public void simpleInitApp() {
62         bulletAppState = new BulletAppState();
63         stateManager.attach(bulletAppState);
64         bulletAppState.getPhysicsSpace().enableDebug(assetManager);
65         bullet = new Sphere(32, 32, 0.4f, true, false);
66         bullet.setTextureMode(TextureMode.Projected);
67         bulletCollisionShape = new SphereCollisionShape(0.4f);
68 
69         PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
70         PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());
71 
72         // add ourselves as collision listener
73         getPhysicsSpace().addCollisionListener(this);
74     }
75 
getPhysicsSpace()76     private PhysicsSpace getPhysicsSpace(){
77         return bulletAppState.getPhysicsSpace();
78     }
79 
80     @Override
simpleUpdate(float tpf)81     public void simpleUpdate(float tpf) {
82         //TODO: add update code
83     }
84 
85     @Override
simpleRender(RenderManager rm)86     public void simpleRender(RenderManager rm) {
87         //TODO: add render code
88     }
89 
collision(PhysicsCollisionEvent event)90     public void collision(PhysicsCollisionEvent event) {
91         if ("Box".equals(event.getNodeA().getName()) || "Box".equals(event.getNodeB().getName())) {
92             if ("bullet".equals(event.getNodeA().getName()) || "bullet".equals(event.getNodeB().getName())) {
93                 fpsText.setText("You hit the box!");
94             }
95         }
96     }
97 
98 }
99