Actually I think this is a different issue then the one I’ve made a PR for. The PR I’ve made was to fix collision group listeners not being called. There’s another issue that collision groups themselves seem to not work. See this test case:
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package test;
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.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
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() {
flyCam.setMoveSpeed(50);
Material debugMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
//debugMaterial.getAdditionalRenderState().setWireframe(true);
debugMaterial.setColor("Color", ColorRGBA.Brown);
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.setDebugEnabled(true);
// Add a physics sphere to the world
/*RigidBodyControl physicsSpherePhysics = new RigidBodyControl(new SphereCollisionShape(1), 1);
Geometry physicsSphere = new Geometry("Sphere", new Sphere(16, 16, 1));
physicsSphere.setMaterial(debugMaterial);
physicsSpherePhysics.setPhysicsLocation(new Vector3f(3, 6, 0));
physicsSphere.addControl(physicsSpherePhysics);
rootNode.attachChild(physicsSphere);
getPhysicsSpace().add(physicsSphere);*/
// Add a physics sphere to the world
RigidBodyControl physicsSpherePhysics2 = new RigidBodyControl(new SphereCollisionShape(1), 1);
Geometry physicsSphere2 = new Geometry("Sphere2", new Sphere(16, 16, 1));
physicsSphere2.setMaterial(debugMaterial);
physicsSphere2.addControl(physicsSpherePhysics2);
physicsSpherePhysics2.setPhysicsLocation(new Vector3f(4, 8, 0));
physicsSpherePhysics2.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
physicsSpherePhysics2.setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_01);
rootNode.attachChild(physicsSphere2);
getPhysicsSpace().add(physicsSphere2);
// an obstacle mesh, does not move (mass=0)
RigidBodyControl node2Physics = new RigidBodyControl(new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
Geometry node2 = new Geometry("Sphere (collision group)", new Sphere(16, 16, 1.2f));
node2.setMaterial(debugMaterial);
node2.addControl(node2Physics);
node2Physics.setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
node2Physics.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_01);
// Having this line or not shouldn't matter, they should still collide
//node2Physics.setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02);
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor, does not move (mass=0)
RigidBodyControl node3Physics = new RigidBodyControl(new MeshCollisionShape(new Box(Vector3f.ZERO, 100f, 0.2f, 100f)), 0);
Geometry node3 = new Geometry("Box", new Box(Vector3f.ZERO, 100f, 0.2f, 100f));
node3.setMaterial(debugMaterial);
node3.addControl(node3Physics);
node3Physics.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
}
}
In this test case, the two spheres should collide, but they don’t. The sphere standing still is part of collision group 1 and the sphere falling is part of collision group 2, but is set to collide with collision group 1. As the docs say in the PhysicsCollisionObject class:
Two object will collide when one of the partys has thecollisionGroup of the other in its collideWithGroups set.
This does not seem to be the case. I saw this issue some time ago but haven’t had the time to submit it on github yet.