Home | History | Annotate | Download | only in bullet
      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