/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.bullet.collision; import com.jme3.asset.AssetManager; import com.jme3.bullet.collision.shapes.CollisionShape; import com.jme3.bullet.util.DebugShapeFactory; import com.jme3.export.*; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.scene.debug.Arrow; import java.io.IOException; import java.util.Iterator; import java.util.List; /** * Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject) * @author normenhansen */ public abstract class PhysicsCollisionObject implements Savable { protected Spatial debugShape; protected Arrow debugArrow; protected Geometry debugArrowGeom; protected Material debugMaterialBlue; protected Material debugMaterialRed; protected Material debugMaterialGreen; protected Material debugMaterialYellow; protected CollisionShape collisionShape; public static final int COLLISION_GROUP_NONE = 0x00000000; public static final int COLLISION_GROUP_01 = 0x00000001; public static final int COLLISION_GROUP_02 = 0x00000002; public static final int COLLISION_GROUP_03 = 0x00000004; public static final int COLLISION_GROUP_04 = 0x00000008; public static final int COLLISION_GROUP_05 = 0x00000010; public static final int COLLISION_GROUP_06 = 0x00000020; public static final int COLLISION_GROUP_07 = 0x00000040; public static final int COLLISION_GROUP_08 = 0x00000080; public static final int COLLISION_GROUP_09 = 0x00000100; public static final int COLLISION_GROUP_10 = 0x00000200; public static final int COLLISION_GROUP_11 = 0x00000400; public static final int COLLISION_GROUP_12 = 0x00000800; public static final int COLLISION_GROUP_13 = 0x00001000; public static final int COLLISION_GROUP_14 = 0x00002000; public static final int COLLISION_GROUP_15 = 0x00004000; public static final int COLLISION_GROUP_16 = 0x00008000; protected int collisionGroup = 0x00000001; protected int collisionGroupsMask = 0x00000001; private Object userObject; /** * Sets a CollisionShape to this physics object, note that the object should * not be in the physics space when adding a new collision shape as it is rebuilt * on the physics side. * @param collisionShape the CollisionShape to set */ public void setCollisionShape(CollisionShape collisionShape) { this.collisionShape = collisionShape; updateDebugShape(); } /** * @return the CollisionShape of this PhysicsNode, to be able to reuse it with * other physics nodes (increases performance) */ public CollisionShape getCollisionShape() { return collisionShape; } /** * Returns the collision group for this collision shape * @return */ public int getCollisionGroup() { return collisionGroup; } /** * Sets the collision group number for this physics object. <br> * The groups are integer bit masks and some pre-made variables are available in CollisionObject. * All physics objects are by default in COLLISION_GROUP_01.<br> * Two object will collide when <b>one</b> of the partys has the * collisionGroup of the other in its collideWithGroups set. * @param collisionGroup the collisionGroup to set */ public void setCollisionGroup(int collisionGroup) { this.collisionGroup = collisionGroup; } /** * Add a group that this object will collide with.<br> * Two object will collide when <b>one</b> of the partys has the * collisionGroup of the other in its collideWithGroups set.<br> * @param collisionGroup */ public void addCollideWithGroup(int collisionGroup) { this.collisionGroupsMask = this.collisionGroupsMask | collisionGroup; } /** * Remove a group from the list this object collides with. * @param collisionGroup */ public void removeCollideWithGroup(int collisionGroup) { this.collisionGroupsMask = this.collisionGroupsMask & ~collisionGroup; } /** * Directly set the bitmask for collision groups that this object collides with. * @param collisionGroups */ public void setCollideWithGroups(int collisionGroups) { this.collisionGroupsMask = collisionGroups; } /** * Gets the bitmask of collision groups that this object collides with. * @return */ public int getCollideWithGroups() { return collisionGroupsMask; } /** * Creates a visual debug shape of the current collision shape of this physics object<br/> * <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b> * @param manager AssetManager to load the default wireframe material for the debug shape */ protected Spatial attachDebugShape(AssetManager manager) { debugMaterialBlue = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); debugMaterialBlue.getAdditionalRenderState().setWireframe(true); debugMaterialBlue.setColor("Color", ColorRGBA.Blue); debugMaterialGreen = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); debugMaterialGreen.getAdditionalRenderState().setWireframe(true); debugMaterialGreen.setColor("Color", ColorRGBA.Green); debugMaterialRed = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); debugMaterialRed.getAdditionalRenderState().setWireframe(true); debugMaterialRed.setColor("Color", ColorRGBA.Red); debugMaterialYellow = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md"); debugMaterialYellow.getAdditionalRenderState().setWireframe(true); debugMaterialYellow.setColor("Color", ColorRGBA.Yellow); debugArrow = new Arrow(Vector3f.UNIT_XYZ); debugArrowGeom = new Geometry("DebugArrow", debugArrow); debugArrowGeom.setMaterial(debugMaterialGreen); return attachDebugShape(); } /** * creates a debug shape for this CollisionObject * @param manager * @return */ public Spatial createDebugShape(AssetManager manager){ return attachDebugShape(manager); } protected Spatial attachDebugShape(Material material) { debugMaterialBlue = material; debugMaterialGreen = material; debugMaterialRed = material; debugMaterialYellow = material; debugArrow = new Arrow(Vector3f.UNIT_XYZ); debugArrowGeom = new Geometry("DebugArrow", debugArrow); debugArrowGeom.setMaterial(debugMaterialGreen); return attachDebugShape(); } public Spatial debugShape() { return debugShape; } /** * Creates a visual debug shape of the current collision shape of this physics object<br/> * <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b> * @param material Material to use for the debug shape */ protected Spatial attachDebugShape() { if (debugShape != null) { detachDebugShape(); } Spatial spatial = getDebugShape(); this.debugShape = spatial; return debugShape; } protected void updateDebugShape() { if (debugShape != null) { detachDebugShape(); attachDebugShape(); } } protected Spatial getDebugShape() { Spatial spatial = DebugShapeFactory.getDebugShape(collisionShape); if (spatial == null) { return new Node("nullnode"); } if (spatial instanceof Node) { List<Spatial> children = ((Node) spatial).getChildren(); for (Iterator<Spatial> it1 = children.iterator(); it1.hasNext();) { Spatial spatial1 = it1.next(); Geometry geom = ((Geometry) spatial1); geom.setMaterial(debugMaterialBlue); geom.setCullHint(Spatial.CullHint.Never); } } else { Geometry geom = ((Geometry) spatial); geom.setMaterial(debugMaterialBlue); geom.setCullHint(Spatial.CullHint.Never); } spatial.setCullHint(Spatial.CullHint.Never); return spatial; } /** * Removes the debug shape */ public void detachDebugShape() { debugShape = null; } /** * @return the userObject */ public Object getUserObject() { return userObject; } /** * @param userObject the userObject to set */ public void setUserObject(Object userObject) { this.userObject = userObject; } @Override public void write(JmeExporter e) throws IOException { OutputCapsule capsule = e.getCapsule(this); capsule.write(collisionGroup, "collisionGroup", 0x00000001); capsule.write(collisionGroupsMask, "collisionGroupsMask", 0x00000001); capsule.write(debugShape, "debugShape", null); capsule.write(collisionShape, "collisionShape", null); } @Override public void read(JmeImporter e) throws IOException { InputCapsule capsule = e.getCapsule(this); collisionGroup = capsule.readInt("collisionGroup", 0x00000001); collisionGroupsMask = capsule.readInt("collisionGroupsMask", 0x00000001); debugShape = (Spatial) capsule.readSavable("debugShape", null); CollisionShape shape = (CollisionShape) capsule.readSavable("collisionShape", null); collisionShape = shape; } }