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Example 26 with BulletAppState

use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.

the class TestCcd method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.1f);
    setupKeys();
    mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat.getAdditionalRenderState().setWireframe(true);
    mat.setColor("Color", ColorRGBA.Green);
    mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat2.getAdditionalRenderState().setWireframe(true);
    mat2.setColor("Color", ColorRGBA.Red);
    // An obstacle mesh, does not move (mass=0)
    Node node2 = new Node();
    node2.setName("mesh");
    node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f));
    node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(4, 4, 0.1f)), 0));
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);
    // The floor, does not move (mass=0)
    Node node3 = new Node();
    node3.setLocalTranslation(new Vector3f(0f, -6, 0f));
    node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0));
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);
}
Also used : Sphere(com.jme3.scene.shape.Sphere) MeshCollisionShape(com.jme3.bullet.collision.shapes.MeshCollisionShape) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) BulletAppState(com.jme3.bullet.BulletAppState) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) Material(com.jme3.material.Material) Box(com.jme3.scene.shape.Box) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 27 with BulletAppState

use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.

the class TestKinematicAddToPhysicsSpaceIssue method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    // Add a physics sphere to the world
    Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
    rootNode.attachChild(physicsSphere);
    //Setting the rigidBody to kinematic before adding it to the physic space
    physicsSphere.getControl(RigidBodyControl.class).setKinematic(true);
    //adding it to the physic space
    getPhysicsSpace().add(physicsSphere);
    //Making it not kinematic again, it should fall under gravity, it doesn't
    physicsSphere.getControl(RigidBodyControl.class).setKinematic(false);
    // Add a physics sphere to the world using the collision shape from sphere one
    Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(5, 6, 0));
    rootNode.attachChild(physicsSphere2);
    //Adding the rigid body to physic space
    getPhysicsSpace().add(physicsSphere2);
    //making it kinematic
    physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
    //Making it not kinematic again, it works properly, the rigidbody is affected by grvity.
    physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
    // an obstacle mesh, does not move (mass=0)
    Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
    node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);
    // the floor mesh, does not move (mass=0)
    Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
    node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);
}
Also used : MeshCollisionShape(com.jme3.bullet.collision.shapes.MeshCollisionShape) Sphere(com.jme3.scene.shape.Sphere) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) Plane(com.jme3.math.Plane) BulletAppState(com.jme3.bullet.BulletAppState) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) PlaneCollisionShape(com.jme3.bullet.collision.shapes.PlaneCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 28 with BulletAppState

use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.

the class TestLocalPhysics method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    // Add a physics sphere to the world
    Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
    physicsSphere.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(physicsSphere);
    getPhysicsSpace().add(physicsSphere);
    // Add a physics sphere to the world using the collision shape from sphere one
    Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
    physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
    physicsSphere2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(physicsSphere2);
    getPhysicsSpace().add(physicsSphere2);
    // Add a physics box to the world
    Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
    physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
    physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
    physicsBox.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(physicsBox);
    getPhysicsSpace().add(physicsBox);
    // Add a physics cylinder to the world
    Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
    physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
    physicsCylinder.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(physicsCylinder);
    getPhysicsSpace().add(physicsCylinder);
    // an obstacle mesh, does not move (mass=0)
    Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
    node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
    node2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);
    // the floor mesh, does not move (mass=0)
    Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
    node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
    node3.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);
// Join the physics objects with a Point2Point joint
//        PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0));
//        PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z);
//        getPhysicsSpace().add(joint);
}
Also used : Sphere(com.jme3.scene.shape.Sphere) Plane(com.jme3.math.Plane) BulletAppState(com.jme3.bullet.BulletAppState) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 29 with BulletAppState

use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.

the class TestPhysicsCar method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
    setupKeys();
    buildPlayer();
}
Also used : BulletAppState(com.jme3.bullet.BulletAppState)

Example 30 with BulletAppState

use of com.jme3.bullet.BulletAppState in project jmonkeyengine by jMonkeyEngine.

the class TestCollisionGroups method simpleInitApp.

@Override
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    bulletAppState.setDebugEnabled(true);
    // Add a physics sphere to the world
    Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
    rootNode.attachChild(physicsSphere);
    getPhysicsSpace().add(physicsSphere);
    // Add a physics sphere to the world
    Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
    physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
    physicsSphere2.getControl(RigidBodyControl.class).addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
    rootNode.attachChild(physicsSphere2);
    getPhysicsSpace().add(physicsSphere2);
    // an obstacle mesh, does not move (mass=0)
    Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
    node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
    node2.getControl(RigidBodyControl.class).setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02);
    node2.getControl(RigidBodyControl.class).setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02);
    rootNode.attachChild(node2);
    getPhysicsSpace().add(node2);
    // the floor, does not move (mass=0)
    Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Box(100f, 0.2f, 100f)), 0);
    node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
    rootNode.attachChild(node3);
    getPhysicsSpace().add(node3);
}
Also used : MeshCollisionShape(com.jme3.bullet.collision.shapes.MeshCollisionShape) Sphere(com.jme3.scene.shape.Sphere) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) BulletAppState(com.jme3.bullet.BulletAppState) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) Box(com.jme3.scene.shape.Box) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Aggregations

BulletAppState (com.jme3.bullet.BulletAppState)34 Vector3f (com.jme3.math.Vector3f)25 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)20 Node (com.jme3.scene.Node)14 Sphere (com.jme3.scene.shape.Sphere)13 SphereCollisionShape (com.jme3.bullet.collision.shapes.SphereCollisionShape)11 CapsuleCollisionShape (com.jme3.bullet.collision.shapes.CapsuleCollisionShape)8 DirectionalLight (com.jme3.light.DirectionalLight)8 Material (com.jme3.material.Material)8 Box (com.jme3.scene.shape.Box)8 CharacterControl (com.jme3.bullet.control.CharacterControl)7 ColorRGBA (com.jme3.math.ColorRGBA)7 TerrainLodControl (com.jme3.terrain.geomipmap.TerrainLodControl)6 TerrainQuad (com.jme3.terrain.geomipmap.TerrainQuad)6 MouseButtonTrigger (com.jme3.input.controls.MouseButtonTrigger)5 DistanceLodCalculator (com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator)5 ScreenshotAppState (com.jme3.app.state.ScreenshotAppState)4 HeightfieldCollisionShape (com.jme3.bullet.collision.shapes.HeightfieldCollisionShape)4 Plane (com.jme3.math.Plane)4 Geometry (com.jme3.scene.Geometry)4