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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.bullet.collision;
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import com.jme3.asset.AssetManager;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.bullet.util.DebugShapeFactory;
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import com.jme3.export.*;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.debug.Arrow;
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import java.io.IOException;
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import java.util.Iterator;
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import java.util.List;
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/**
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* Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
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* @author normenhansen
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*/
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public abstract class PhysicsCollisionObject implements Savable {
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protected Spatial debugShape;
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protected Arrow debugArrow;
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protected Geometry debugArrowGeom;
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protected Material debugMaterialBlue;
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protected Material debugMaterialRed;
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protected Material debugMaterialGreen;
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protected Material debugMaterialYellow;
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protected CollisionShape collisionShape;
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public static final int COLLISION_GROUP_NONE = 0x00000000;
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public static final int COLLISION_GROUP_01 = 0x00000001;
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public static final int COLLISION_GROUP_02 = 0x00000002;
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public static final int COLLISION_GROUP_03 = 0x00000004;
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public static final int COLLISION_GROUP_04 = 0x00000008;
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public static final int COLLISION_GROUP_05 = 0x00000010;
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public static final int COLLISION_GROUP_06 = 0x00000020;
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public static final int COLLISION_GROUP_07 = 0x00000040;
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public static final int COLLISION_GROUP_08 = 0x00000080;
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public static final int COLLISION_GROUP_09 = 0x00000100;
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public static final int COLLISION_GROUP_10 = 0x00000200;
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public static final int COLLISION_GROUP_11 = 0x00000400;
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public static final int COLLISION_GROUP_12 = 0x00000800;
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public static final int COLLISION_GROUP_13 = 0x00001000;
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public static final int COLLISION_GROUP_14 = 0x00002000;
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public static final int COLLISION_GROUP_15 = 0x00004000;
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public static final int COLLISION_GROUP_16 = 0x00008000;
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protected int collisionGroup = 0x00000001;
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protected int collisionGroupsMask = 0x00000001;
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private Object userObject;
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/**
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* Sets a CollisionShape to this physics object, note that the object should
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* not be in the physics space when adding a new collision shape as it is rebuilt
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* on the physics side.
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* @param collisionShape the CollisionShape to set
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*/
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public void setCollisionShape(CollisionShape collisionShape) {
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this.collisionShape = collisionShape;
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updateDebugShape();
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}
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/**
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* @return the CollisionShape of this PhysicsNode, to be able to reuse it with
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* other physics nodes (increases performance)
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*/
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public CollisionShape getCollisionShape() {
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return collisionShape;
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}
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/**
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* Returns the collision group for this collision shape
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* @return
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*/
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public int getCollisionGroup() {
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return collisionGroup;
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}
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/**
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* Sets the collision group number for this physics object. <br>
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* The groups are integer bit masks and some pre-made variables are available in CollisionObject.
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* All physics objects are by default in COLLISION_GROUP_01.<br>
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* Two object will collide when <b>one</b> of the partys has the
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* collisionGroup of the other in its collideWithGroups set.
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* @param collisionGroup the collisionGroup to set
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*/
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public void setCollisionGroup(int collisionGroup) {
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this.collisionGroup = collisionGroup;
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}
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/**
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* Add a group that this object will collide with.<br>
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* Two object will collide when <b>one</b> of the partys has the
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* collisionGroup of the other in its collideWithGroups set.<br>
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* @param collisionGroup
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*/
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public void addCollideWithGroup(int collisionGroup) {
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this.collisionGroupsMask = this.collisionGroupsMask | collisionGroup;
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}
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/**
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* Remove a group from the list this object collides with.
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* @param collisionGroup
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*/
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public void removeCollideWithGroup(int collisionGroup) {
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this.collisionGroupsMask = this.collisionGroupsMask & ~collisionGroup;
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}
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/**
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* Directly set the bitmask for collision groups that this object collides with.
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* @param collisionGroup
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*/
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public void setCollideWithGroups(int collisionGroups) {
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this.collisionGroupsMask = collisionGroups;
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}
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/**
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* Gets the bitmask of collision groups that this object collides with.
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* @return
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*/
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public int getCollideWithGroups() {
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return collisionGroupsMask;
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}
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/**
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* Creates a visual debug shape of the current collision shape of this physics object<br/>
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* <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b>
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* @param manager AssetManager to load the default wireframe material for the debug shape
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*/
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protected Spatial attachDebugShape(AssetManager manager) {
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debugMaterialBlue = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
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debugMaterialBlue.getAdditionalRenderState().setWireframe(true);
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debugMaterialBlue.setColor("Color", ColorRGBA.Blue);
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debugMaterialGreen = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
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debugMaterialGreen.getAdditionalRenderState().setWireframe(true);
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debugMaterialGreen.setColor("Color", ColorRGBA.Green);
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debugMaterialRed = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
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debugMaterialRed.getAdditionalRenderState().setWireframe(true);
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debugMaterialRed.setColor("Color", ColorRGBA.Red);
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debugMaterialYellow = new Material(manager, "Common/MatDefs/Misc/Unshaded.j3md");
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debugMaterialYellow.getAdditionalRenderState().setWireframe(true);
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debugMaterialYellow.setColor("Color", ColorRGBA.Yellow);
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debugArrow = new Arrow(Vector3f.UNIT_XYZ);
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debugArrowGeom = new Geometry("DebugArrow", debugArrow);
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debugArrowGeom.setMaterial(debugMaterialGreen);
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return attachDebugShape();
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}
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/**
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* creates a debug shape for this CollisionObject
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* @param manager
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* @return
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*/
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public Spatial createDebugShape(AssetManager manager){
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return attachDebugShape(manager);
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}
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protected Spatial attachDebugShape(Material material) {
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debugMaterialBlue = material;
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debugMaterialGreen = material;
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debugMaterialRed = material;
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debugMaterialYellow = material;
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debugArrow = new Arrow(Vector3f.UNIT_XYZ);
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debugArrowGeom = new Geometry("DebugArrow", debugArrow);
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debugArrowGeom.setMaterial(debugMaterialGreen);
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return attachDebugShape();
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}
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public Spatial debugShape() {
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return debugShape;
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}
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/**
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* Creates a visual debug shape of the current collision shape of this physics object<br/>
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* <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b>
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* @param material Material to use for the debug shape
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*/
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protected Spatial attachDebugShape() {
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if (debugShape != null) {
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detachDebugShape();
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}
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Spatial spatial = getDebugShape();
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this.debugShape = spatial;
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return debugShape;
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}
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protected void updateDebugShape() {
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if (debugShape != null) {
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detachDebugShape();
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attachDebugShape();
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}
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}
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protected Spatial getDebugShape() {
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Spatial spatial = DebugShapeFactory.getDebugShape(collisionShape);
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if (spatial == null) {
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return new Node("nullnode");
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}
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if (spatial instanceof Node) {
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List<Spatial> children = ((Node) spatial).getChildren();
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for (Iterator<Spatial> it1 = children.iterator(); it1.hasNext();) {
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Spatial spatial1 = it1.next();
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Geometry geom = ((Geometry) spatial1);
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geom.setMaterial(debugMaterialBlue);
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geom.setCullHint(Spatial.CullHint.Never);
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}
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} else {
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Geometry geom = ((Geometry) spatial);
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geom.setMaterial(debugMaterialBlue);
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geom.setCullHint(Spatial.CullHint.Never);
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}
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spatial.setCullHint(Spatial.CullHint.Never);
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return spatial;
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}
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/**
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* Removes the debug shape
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*/
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public void detachDebugShape() {
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debugShape = null;
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}
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/**
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* @return the userObject
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*/
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public Object getUserObject() {
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return userObject;
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}
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/**
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* @param userObject the userObject to set
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*/
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public void setUserObject(Object userObject) {
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this.userObject = userObject;
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}
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@Override
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public void write(JmeExporter e) throws IOException {
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OutputCapsule capsule = e.getCapsule(this);
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capsule.write(collisionGroup, "collisionGroup", 0x00000001);
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capsule.write(collisionGroupsMask, "collisionGroupsMask", 0x00000001);
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capsule.write(debugShape, "debugShape", null);
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capsule.write(collisionShape, "collisionShape", null);
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}
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@Override
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public void read(JmeImporter e) throws IOException {
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InputCapsule capsule = e.getCapsule(this);
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collisionGroup = capsule.readInt("collisionGroup", 0x00000001);
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collisionGroupsMask = capsule.readInt("collisionGroupsMask", 0x00000001);
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debugShape = (Spatial) capsule.readSavable("debugShape", null);
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CollisionShape shape = (CollisionShape) capsule.readSavable("collisionShape", null);
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collisionShape = shape;
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}
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}
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