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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
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* * Redistributions in binary form must reproduce the above copyright
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* without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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package jme3test.bullet;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.shapes.MeshCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
/**
*
* @author normenhansen
*/
public class TestCollisionGroups extends SimpleApplication {
private BulletAppState bulletAppState;
public static void main(String[] args) {
TestCollisionGroups app = new TestCollisionGroups();
app.start();
}
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// Add a physics sphere to the world
Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
rootNode.attachChild(physicsSphere);
getPhysicsSpace().add(physicsSphere);
// Add a physics sphere to the world
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
physicsSphere2.getControl(RigidBodyControl.class).addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
rootNode.attachChild(physicsSphere2);
getPhysicsSpace().add(physicsSphere2);
// an obstacle mesh, does not move (mass=0)
Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
node2.getControl(RigidBodyControl.class).setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
node2.getControl(RigidBodyControl.class).setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02);
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor, does not move (mass=0)
Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Box(Vector3f.ZERO, 100f, 0.2f, 100f)), 0);
node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
@Override
public void simpleUpdate(float tpf) {
//TODO: add update code
}
@Override
public void simpleRender(RenderManager rm) {
//TODO: add render code
}
}