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
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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 */
32package jme3test.bullet;
33
34import com.jme3.app.SimpleApplication;
35import com.jme3.bullet.BulletAppState;
36import com.jme3.bullet.PhysicsSpace;
37import com.jme3.bullet.collision.PhysicsCollisionObject;
38import com.jme3.bullet.collision.shapes.MeshCollisionShape;
39import com.jme3.bullet.collision.shapes.SphereCollisionShape;
40import com.jme3.bullet.control.RigidBodyControl;
41import com.jme3.math.Vector3f;
42import com.jme3.renderer.RenderManager;
43import com.jme3.scene.Node;
44import com.jme3.scene.shape.Box;
45import com.jme3.scene.shape.Sphere;
46
47/**
48 *
49 * @author normenhansen
50 */
51public 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