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/*
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* Copyright (c) 2009-2018 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.bullet.collision.shapes.CollisionShape;
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import com.jme3.export.*;
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import java.io.IOException;
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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 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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}
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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 parties 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 parties 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 collisionGroups
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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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* @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(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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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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