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 55 public static void main(String[] args) { 56 TestCollisionGroups app = new TestCollisionGroups(); 57 app.start(); 58 } 59 60 @Override 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 94 private PhysicsSpace getPhysicsSpace() { 95 return bulletAppState.getPhysicsSpace(); 96 } 97 98 @Override 99 public void simpleUpdate(float tpf) { 100 //TODO: add update code 101 } 102 103 @Override 104 public void simpleRender(RenderManager rm) { 105 //TODO: add render code 106 } 107 } 108