PhysicsCollisionGroupListener possibly broken in native bullet

I think that listening for group collisions is broken when using native bullet (using JME 3.1 alpha 2). Here’s a 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.PhysicsCollisionGroupListener;
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;
import java.util.logging.Logger;

/**
 *
 * @author normenhansen
 */
public class TestCollisionGroups extends SimpleApplication implements PhysicsCollisionGroupListener{

    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);
        bulletAppState.getPhysicsSpace().addCollisionGroupListener(this, PhysicsCollisionObject.COLLISION_GROUP_02);

        // 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_02);
        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);
        //node2Physics.setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_01);
        node2Physics.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
        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
    }

    @Override
    public boolean collide(PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB){
        //System.out.println("Collision");
        Logger.getLogger(TestCollisionGroups.class.getName()).info("Collision");
        return true;
    }
}

In the test case, the two spheres that are in collision group 2 collide, which proves that group collisions work. Their should have also been a log of the collision printed in the console, but nothing is printed. This leads me to think that the group listener is broken. Can anyone confirm this behavior, or am I just missing something silly.

Just to be sure… because I have a deap-seated hatred for JUL logging and often have cases where my log messages don’t show up… I’m guessing that the System.out.println() failed to show up also?

Yes, that is why I tried the JU logger in the first place. Also, I decided to test this test case because I recently shifted from jbullet to native bullet in my game and I’ve noticed that some of the features we’re not working as they should. Those features we’re dependent on physics group listeners. That’s why I think they’re is an actual problem with listening in native bullet.

Could very well be, I never finished / cleaned up the collision code and some contribution added some things in a slightly different way than was intended.

Well I looked at the differences for the PhysicsSpace class for jbullet and native bullet.

The method that takes care of notifying the group listeners is setOverlapFilterCallback() in jbullet. In native bullet, that entire method is commented out and the collisionGroupListeners variable is only added to and removed from. Its never acrually used.

Looks like that could be a reason then :wink:

All right thanks, I’ll put this as an issue on github then :stuck_out_tongue_closed_eyes:

Now that you got this far how about just implementing it and making a PR? :wink:

True, I didn’t even think about that :stuck_out_tongue: . I’ll get to it then.

Pull request sent: Fixed collision group listeners not being notified by Fadorico · Pull Request #445 · jMonkeyEngine/jmonkeyengine · GitHub