Package com.jme3.bullet.collision

Source Code of com.jme3.bullet.collision.PhysicsCollisionObject

/*
* 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;
import java.util.logging.Level;
import java.util.logging.Logger;

/**
* Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
* @author normenhansen
*/
public abstract class PhysicsCollisionObject implements Savable {

    protected long objectId = 0;
    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 The collision group
     */
    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;
        if (objectId != 0) {
            setCollisionGroup(objectId, 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;
        if (objectId != 0) {
            setCollideWithGroups(objectId, this.collisionGroupsMask);
        }
    }

    /**
     * Remove a group from the list this object collides with.
     * @param collisionGroup
     */
    public void removeCollideWithGroup(int collisionGroup) {
        this.collisionGroupsMask = this.collisionGroupsMask & ~collisionGroup;
        if (objectId != 0) {
            setCollideWithGroups(this.collisionGroupsMask);
        }
    }

    /**
     * Directly set the bitmask for collision groups that this object collides with.
     * @param collisionGroups
     */
    public void setCollideWithGroups(int collisionGroups) {
        this.collisionGroupsMask = collisionGroups;
        if (objectId != 0) {
            setCollideWithGroups(objectId, this.collisionGroupsMask);
        }
    }

    /**
     * Gets the bitmask of collision groups that this object collides with.
     * @return Collision groups mask
     */
    public int getCollideWithGroups() {
        return collisionGroupsMask;
    }

    protected void initUserPointer() {
        Logger.getLogger(this.getClass().getName()).log(Level.FINE, "initUserPointer() objectId = {0}", Long.toHexString(objectId));
        initUserPointer(objectId, collisionGroup, collisionGroupsMask);
    }
    native void initUserPointer(long objectId, int group, int groups);

    /**
     * @return the userObject
     */
    public Object getUserObject() {
        return userObject;
    }

    /**
     * @param userObject the userObject to set
     */
    public void setUserObject(Object userObject) {
        this.userObject = userObject;
    }
   
    public long getObjectId(){
        return objectId;
    }
   
    protected native void attachCollisionShape(long objectId, long collisionShapeId);
    native void setCollisionGroup(long objectId, int collisionGroup);
    native void setCollideWithGroups(long objectId, int collisionGroups);

    @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;
    }

    @Override
    protected void finalize() throws Throwable {
        super.finalize();
        Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Finalizing CollisionObject {0}", Long.toHexString(objectId));
        finalizeNative(objectId);
    }

    protected native void finalizeNative(long objectId);
}
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