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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 package jme3test.bullet;
33 
34 import com.jme3.app.SimpleApplication;
35 import com.jme3.bullet.BulletAppState;
36 import com.jme3.bullet.PhysicsSpace;
37 import com.jme3.bullet.collision.PhysicsCollisionObject;
38 import com.jme3.bullet.collision.shapes.MeshCollisionShape;
39 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
40 import com.jme3.bullet.control.RigidBodyControl;
41 import com.jme3.math.Vector3f;
42 import com.jme3.renderer.RenderManager;
43 import com.jme3.scene.Node;
44 import com.jme3.scene.shape.Box;
45 import com.jme3.scene.shape.Sphere;
46 
47 /**
48  *
49  * @author normenhansen
50  */
51 public class TestCollisionGroups extends SimpleApplication {
52 
53     private BulletAppState bulletAppState;
54 
main(String[] args)55     public static void main(String[] args) {
56         TestCollisionGroups app = new TestCollisionGroups();
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 
66         // Add a physics sphere to the world
67         Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
68         physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
69         rootNode.attachChild(physicsSphere);
70         getPhysicsSpace().add(physicsSphere);
71 
72         // Add a physics sphere to the world
73         Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
74         physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
75         physicsSphere2.getControl(RigidBodyControl.class).addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
76         rootNode.attachChild(physicsSphere2);
77         getPhysicsSpace().add(physicsSphere2);
78 
79         // an obstacle mesh, does not move (mass=0)
80         Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
81         node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
82         node2.getControl(RigidBodyControl.class).setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
83         node2.getControl(RigidBodyControl.class).setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02);
84         rootNode.attachChild(node2);
85         getPhysicsSpace().add(node2);
86 
87         // the floor, does not move (mass=0)
88         Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Box(Vector3f.ZERO, 100f, 0.2f, 100f)), 0);
89         node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
90         rootNode.attachChild(node3);
91         getPhysicsSpace().add(node3);
92     }
93 
getPhysicsSpace()94     private PhysicsSpace getPhysicsSpace() {
95         return bulletAppState.getPhysicsSpace();
96     }
97 
98     @Override
simpleUpdate(float tpf)99     public void simpleUpdate(float tpf) {
100         //TODO: add update code
101     }
102 
103     @Override
simpleRender(RenderManager rm)104     public void simpleRender(RenderManager rm) {
105         //TODO: add render code
106     }
107 }
108