use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.
the class HelloCollision method simpleInitApp.
public void simpleInitApp() {
/** Set up Physics */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// We re-use the flyby camera for rotation, while positioning is handled by physics
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
flyCam.setMoveSpeed(100);
setUpKeys();
setUpLight();
// We load the scene from the zip file and adjust its size.
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
sceneModel.setLocalScale(2f);
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass zero.
CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
player = new CharacterControl(capsuleShape, 0.05f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(0, 10, 0));
// We attach the scene and the player to the rootnode and the physics space,
// to make them appear in the game world.
rootNode.attachChild(sceneModel);
bulletAppState.getPhysicsSpace().add(landscape);
bulletAppState.getPhysicsSpace().add(player);
}
use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.
the class HelloPhysics method simpleInitApp.
@Override
public void simpleInitApp() {
/** Set up Physics Game */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
/** Configure cam to look at scene */
cam.setLocation(new Vector3f(0, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
/** Initialize the scene, materials, inputs, and physics space */
initInputs();
initMaterials();
initWall();
initFloor();
initCrossHairs();
}
use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.
the class RollingTheMonkey method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f));
viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f));
// init physics
BulletAppState bulletState = new BulletAppState();
stateManager.attach(bulletState);
space = bulletState.getPhysicsSpace();
space.addCollisionListener(this);
// create light
DirectionalLight sun = new DirectionalLight();
sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal());
System.out.println("Here We Go: " + sun.getDirection());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
// create materials
Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialRed.setBoolean("UseMaterialColors", true);
materialRed.setBoolean("HardwareShadows", true);
materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f));
materialRed.setColor("Specular", ColorRGBA.White);
materialRed.setFloat("Shininess", 64.0f);
Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialGreen.setBoolean("UseMaterialColors", true);
materialGreen.setBoolean("HardwareShadows", true);
materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f));
materialGreen.setColor("Specular", ColorRGBA.White);
materialGreen.setFloat("Shininess", 64.0f);
Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
logoMaterial.setBoolean("UseMaterialColors", true);
logoMaterial.setBoolean("HardwareShadows", true);
logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png"));
logoMaterial.setColor("Diffuse", ColorRGBA.White);
logoMaterial.setColor("Specular", ColorRGBA.White);
logoMaterial.setFloat("Shininess", 32.0f);
Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialYellow.setBoolean("UseMaterialColors", true);
materialYellow.setBoolean("HardwareShadows", true);
materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f));
materialYellow.setColor("Specular", ColorRGBA.White);
materialYellow.setFloat("Shininess", 64.0f);
// create level spatial
// TODO: create your own level mesh
Node level = new Node("level");
level.setShadowMode(ShadowMode.CastAndReceive);
Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f));
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0.0f, -0.5f, 0.0f);
floor.setMaterial(materialGreen);
Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f));
wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f);
wallNorth.setMaterial(materialRed);
Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f));
wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f);
wallSouth.setMaterial(materialRed);
Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f));
wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f);
wallEast.setMaterial(materialRed);
Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f));
wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f);
wallWest.setMaterial(materialRed);
level.attachChild(floor);
level.attachChild(wallNorth);
level.attachChild(wallSouth);
level.attachChild(wallEast);
level.attachChild(wallWest);
// The easy way: level.addControl(new RigidBodyControl(0));
// create level Shape
CompoundCollisionShape levelShape = new CompoundCollisionShape();
BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f));
BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f));
levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f));
levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f));
levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f));
levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f));
level.addControl(new RigidBodyControl(levelShape, 0));
rootNode.attachChild(level);
space.addAll(level);
// create Pickups
// TODO: create your own pickUp mesh
// create single mesh for all pickups
// HINT: think particles.
pickUps = new Node("pickups");
Quaternion rotation = new Quaternion();
Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS);
int index = 0;
float ammount = FastMath.TWO_PI / PICKUP_COUNT;
for (float angle = 0; angle < FastMath.TWO_PI; angle += ammount) {
Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE, PICKUP_SIZE, PICKUP_SIZE));
pickUp.setShadowMode(ShadowMode.CastAndReceive);
pickUp.setMaterial(materialYellow);
pickUp.setLocalRotation(rotation.fromAngles(FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI));
rotation.fromAngles(0.0f, angle, 0.0f);
rotation.mult(translation, pickUp.getLocalTranslation());
pickUps.attachChild(pickUp);
pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE)));
space.addAll(pickUp);
//space.addCollisionListener(pickUpControl);
}
rootNode.attachChild(pickUps);
// Create player
// TODO: create your own player mesh
Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS));
playerGeometry.setShadowMode(ShadowMode.CastAndReceive);
playerGeometry.setLocalTranslation(PLAYER_START.clone());
playerGeometry.setMaterial(logoMaterial);
// Store control for applying forces
// TODO: create your own player control
player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS);
player.setRestitution(PLAYER_REST);
playerGeometry.addControl(player);
rootNode.attachChild(playerGeometry);
space.addAll(playerGeometry);
inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R));
inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET);
// init UI
infoText = new BitmapText(guiFont, false);
infoText.setText(INFO_MESSAGE);
guiNode.attachChild(infoText);
scoreText = new BitmapText(guiFont, false);
scoreText.setText("Score: 0");
guiNode.attachChild(scoreText);
messageText = new BitmapText(guiFont, false);
messageText.setText(MESSAGE);
messageText.setLocalScale(0.0f);
guiNode.attachChild(messageText);
infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f);
scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, scoreText.getLineHeight(), 0.0f);
messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, (cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f);
// init shadows
FilterPostProcessor processor = new FilterPostProcessor(assetManager);
DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1);
filter.setLight(sun);
processor.addFilter(filter);
viewPort.addProcessor(processor);
}
use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.
the class TestRagDoll method simpleInitApp.
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.setDebugEnabled(true);
inputManager.addMapping("Pull ragdoll up", new MouseButtonTrigger(0));
inputManager.addListener(this, "Pull ragdoll up");
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
createRagDoll();
}
use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.
the class TestRagdollCharacter method simpleInitApp.
public void simpleInitApp() {
setupKeys();
bulletAppState = new BulletAppState();
bulletAppState.setEnabled(true);
stateManager.attach(bulletAppState);
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
initWall(2, 1, 1);
setupLight();
cam.setLocation(new Vector3f(-8, 0, -4));
cam.lookAt(new Vector3f(4, 0, -7), Vector3f.UNIT_Y);
model = (Node) assetManager.loadModel("Models/Sinbad/Sinbad.mesh.xml");
model.lookAt(new Vector3f(0, 0, -1), Vector3f.UNIT_Y);
model.setLocalTranslation(4, 0, -7f);
ragdoll = new KinematicRagdollControl(0.5f);
model.addControl(ragdoll);
getPhysicsSpace().add(ragdoll);
speed = 1.3f;
rootNode.attachChild(model);
AnimControl control = model.getControl(AnimControl.class);
animChannel = control.createChannel();
animChannel.setAnim("IdleTop");
control.addListener(this);
}
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