A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-jbullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionObject.java

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/*
* Copyright (c) 2009-2018 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.bullet.collision.shapes.CollisionShape;
import com.jme3.export.*;
import java.io.IOException;
/**
* Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
* @author normenhansen
*/
public abstract class PhysicsCollisionObject implements Savable {
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;
}
/**
* @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 parties 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 parties 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;
}
/**
* @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(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);
CollisionShape shape = (CollisionShape) capsule.readSavable("collisionShape", null);
collisionShape = shape;
}
}