/* * 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.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 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; } /** * @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; } }