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Example 6 with BoxCollisionShape

use of com.jme3.bullet.collision.shapes.BoxCollisionShape in project jmonkeyengine by jMonkeyEngine.

the class TestPhysicsCar method buildPlayer.

private void buildPlayer() {
    Material mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat.getAdditionalRenderState().setWireframe(true);
    mat.setColor("Color", ColorRGBA.Red);
    //create a compound shape and attach the BoxCollisionShape for the car body at 0,1,0
    //this shifts the effective center of mass of the BoxCollisionShape to 0,-1,0
    CompoundCollisionShape compoundShape = new CompoundCollisionShape();
    BoxCollisionShape box = new BoxCollisionShape(new Vector3f(1.2f, 0.5f, 2.4f));
    compoundShape.addChildShape(box, new Vector3f(0, 1, 0));
    //create vehicle node
    Node vehicleNode = new Node("vehicleNode");
    vehicle = new VehicleControl(compoundShape, 400);
    vehicleNode.addControl(vehicle);
    //setting suspension values for wheels, this can be a bit tricky
    //see also https://docs.google.com/Doc?docid=0AXVUZ5xw6XpKZGNuZG56a3FfMzU0Z2NyZnF4Zmo&hl=en
    //200=f1 car
    float stiffness = 60.0f;
    //(should be lower than damp)
    float compValue = .3f;
    float dampValue = .4f;
    vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
    vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
    vehicle.setSuspensionStiffness(stiffness);
    vehicle.setMaxSuspensionForce(10000.0f);
    //Create four wheels and add them at their locations
    // was 0, -1, 0
    Vector3f wheelDirection = new Vector3f(0, -1, 0);
    // was -1, 0, 0
    Vector3f wheelAxle = new Vector3f(-1, 0, 0);
    float radius = 0.5f;
    float restLength = 0.3f;
    float yOff = 0.5f;
    float xOff = 1f;
    float zOff = 2f;
    Cylinder wheelMesh = new Cylinder(16, 16, radius, radius * 0.6f, true);
    Node node1 = new Node("wheel 1 node");
    Geometry wheels1 = new Geometry("wheel 1", wheelMesh);
    node1.attachChild(wheels1);
    wheels1.rotate(0, FastMath.HALF_PI, 0);
    wheels1.setMaterial(mat);
    vehicle.addWheel(node1, new Vector3f(-xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
    Node node2 = new Node("wheel 2 node");
    Geometry wheels2 = new Geometry("wheel 2", wheelMesh);
    node2.attachChild(wheels2);
    wheels2.rotate(0, FastMath.HALF_PI, 0);
    wheels2.setMaterial(mat);
    vehicle.addWheel(node2, new Vector3f(xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
    Node node3 = new Node("wheel 3 node");
    Geometry wheels3 = new Geometry("wheel 3", wheelMesh);
    node3.attachChild(wheels3);
    wheels3.rotate(0, FastMath.HALF_PI, 0);
    wheels3.setMaterial(mat);
    vehicle.addWheel(node3, new Vector3f(-xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
    Node node4 = new Node("wheel 4 node");
    Geometry wheels4 = new Geometry("wheel 4", wheelMesh);
    node4.attachChild(wheels4);
    wheels4.rotate(0, FastMath.HALF_PI, 0);
    wheels4.setMaterial(mat);
    vehicle.addWheel(node4, new Vector3f(xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
    vehicleNode.attachChild(node1);
    vehicleNode.attachChild(node2);
    vehicleNode.attachChild(node3);
    vehicleNode.attachChild(node4);
    rootNode.attachChild(vehicleNode);
    getPhysicsSpace().add(vehicle);
}
Also used : Geometry(com.jme3.scene.Geometry) Cylinder(com.jme3.scene.shape.Cylinder) CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) Vector3f(com.jme3.math.Vector3f) Node(com.jme3.scene.Node) VehicleControl(com.jme3.bullet.control.VehicleControl) Material(com.jme3.material.Material) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape)

Example 7 with BoxCollisionShape

use of com.jme3.bullet.collision.shapes.BoxCollisionShape in project jmonkeyengine by jMonkeyEngine.

the class TestPhysicsHingeJoint method setupJoint.

public void setupJoint() {
    Node holderNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.1f, .1f, .1f)), 0);
    holderNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, 0, 0f));
    rootNode.attachChild(holderNode);
    getPhysicsSpace().add(holderNode);
    Node hammerNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 1);
    hammerNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -1, 0f));
    rootNode.attachChild(hammerNode);
    getPhysicsSpace().add(hammerNode);
    joint = new HingeJoint(holderNode.getControl(RigidBodyControl.class), hammerNode.getControl(RigidBodyControl.class), Vector3f.ZERO, new Vector3f(0f, -1, 0f), Vector3f.UNIT_Z, Vector3f.UNIT_Z);
    getPhysicsSpace().add(joint);
}
Also used : HingeJoint(com.jme3.bullet.joints.HingeJoint) Node(com.jme3.scene.Node) Vector3f(com.jme3.math.Vector3f) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 8 with BoxCollisionShape

use of com.jme3.bullet.collision.shapes.BoxCollisionShape in project jmonkeyengine by jMonkeyEngine.

the class RigidBodyControl method createCollisionShape.

protected void createCollisionShape() {
    if (spatial == null) {
        return;
    }
    if (spatial instanceof Geometry) {
        Geometry geom = (Geometry) spatial;
        Mesh mesh = geom.getMesh();
        if (mesh instanceof Sphere) {
            collisionShape = new SphereCollisionShape(((Sphere) mesh).getRadius());
            return;
        } else if (mesh instanceof Box) {
            collisionShape = new BoxCollisionShape(new Vector3f(((Box) mesh).getXExtent(), ((Box) mesh).getYExtent(), ((Box) mesh).getZExtent()));
            return;
        }
    }
    if (mass > 0) {
        collisionShape = CollisionShapeFactory.createDynamicMeshShape(spatial);
    } else {
        collisionShape = CollisionShapeFactory.createMeshShape(spatial);
    }
}
Also used : Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) Vector3f(com.jme3.math.Vector3f) Mesh(com.jme3.scene.Mesh) Box(com.jme3.scene.shape.Box) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape)

Example 9 with BoxCollisionShape

use of com.jme3.bullet.collision.shapes.BoxCollisionShape in project jmonkeyengine by jMonkeyEngine.

the class ChildCollisionShape method write.

public void write(JmeExporter ex) throws IOException {
    OutputCapsule capsule = ex.getCapsule(this);
    capsule.write(location, "location", new Vector3f());
    capsule.write(rotation, "rotation", new Matrix3f());
    capsule.write(shape, "shape", new BoxCollisionShape(new Vector3f(1, 1, 1)));
}
Also used : Matrix3f(com.jme3.math.Matrix3f) Vector3f(com.jme3.math.Vector3f) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape)

Example 10 with BoxCollisionShape

use of com.jme3.bullet.collision.shapes.BoxCollisionShape in project jmonkeyengine by jMonkeyEngine.

the class TestAttachDriver method buildPlayer.

private void buildPlayer() {
    Material mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    mat.getAdditionalRenderState().setWireframe(true);
    mat.setColor("Color", ColorRGBA.Red);
    //create a compound shape and attach the BoxCollisionShape for the car body at 0,1,0
    //this shifts the effective center of mass of the BoxCollisionShape to 0,-1,0
    CompoundCollisionShape compoundShape = new CompoundCollisionShape();
    BoxCollisionShape box = new BoxCollisionShape(new Vector3f(1.2f, 0.5f, 2.4f));
    compoundShape.addChildShape(box, new Vector3f(0, 1, 0));
    //create vehicle node
    Node vehicleNode = new Node("vehicleNode");
    vehicle = new VehicleControl(compoundShape, 800);
    vehicleNode.addControl(vehicle);
    //setting suspension values for wheels, this can be a bit tricky
    //see also https://docs.google.com/Doc?docid=0AXVUZ5xw6XpKZGNuZG56a3FfMzU0Z2NyZnF4Zmo&hl=en
    //200=f1 car
    float stiffness = 60.0f;
    //(should be lower than damp)
    float compValue = .3f;
    float dampValue = .4f;
    vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
    vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
    vehicle.setSuspensionStiffness(stiffness);
    vehicle.setMaxSuspensionForce(10000.0f);
    //Create four wheels and add them at their locations
    // was 0, -1, 0
    Vector3f wheelDirection = new Vector3f(0, -1, 0);
    // was -1, 0, 0
    Vector3f wheelAxle = new Vector3f(-1, 0, 0);
    float radius = 0.5f;
    float restLength = 0.3f;
    float yOff = 0.5f;
    float xOff = 1f;
    float zOff = 2f;
    Cylinder wheelMesh = new Cylinder(16, 16, radius, radius * 0.6f, true);
    Node node1 = new Node("wheel 1 node");
    Geometry wheels1 = new Geometry("wheel 1", wheelMesh);
    node1.attachChild(wheels1);
    wheels1.rotate(0, FastMath.HALF_PI, 0);
    wheels1.setMaterial(mat);
    vehicle.addWheel(node1, new Vector3f(-xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
    Node node2 = new Node("wheel 2 node");
    Geometry wheels2 = new Geometry("wheel 2", wheelMesh);
    node2.attachChild(wheels2);
    wheels2.rotate(0, FastMath.HALF_PI, 0);
    wheels2.setMaterial(mat);
    vehicle.addWheel(node2, new Vector3f(xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
    Node node3 = new Node("wheel 3 node");
    Geometry wheels3 = new Geometry("wheel 3", wheelMesh);
    node3.attachChild(wheels3);
    wheels3.rotate(0, FastMath.HALF_PI, 0);
    wheels3.setMaterial(mat);
    vehicle.addWheel(node3, new Vector3f(-xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
    Node node4 = new Node("wheel 4 node");
    Geometry wheels4 = new Geometry("wheel 4", wheelMesh);
    node4.attachChild(wheels4);
    wheels4.rotate(0, FastMath.HALF_PI, 0);
    wheels4.setMaterial(mat);
    vehicle.addWheel(node4, new Vector3f(xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
    vehicleNode.attachChild(node1);
    vehicleNode.attachChild(node2);
    vehicleNode.attachChild(node3);
    vehicleNode.attachChild(node4);
    rootNode.attachChild(vehicleNode);
    getPhysicsSpace().add(vehicle);
    //driver
    Node driverNode = new Node("driverNode");
    driverNode.setLocalTranslation(0, 2, 0);
    driver = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, .5f, 0.2f)));
    driverNode.addControl(driver);
    rootNode.attachChild(driverNode);
    getPhysicsSpace().add(driver);
    //joint
    slider = new SliderJoint(driver, vehicle, Vector3f.UNIT_Y.negate(), Vector3f.UNIT_Y, true);
    slider.setUpperLinLimit(.1f);
    slider.setLowerLinLimit(-.1f);
    getPhysicsSpace().add(slider);
    Node pole1Node = new Node("pole1Node");
    Node pole2Node = new Node("pole1Node");
    Node bridgeNode = new Node("pole1Node");
    pole1Node.setLocalTranslation(new Vector3f(-2, -1, 4));
    pole2Node.setLocalTranslation(new Vector3f(2, -1, 4));
    bridgeNode.setLocalTranslation(new Vector3f(0, 1.4f, 4));
    RigidBodyControl pole1 = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, 1.25f, 0.2f)), 0);
    pole1Node.addControl(pole1);
    RigidBodyControl pole2 = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, 1.25f, 0.2f)), 0);
    pole2Node.addControl(pole2);
    bridge = new RigidBodyControl(new BoxCollisionShape(new Vector3f(2.5f, 0.2f, 0.2f)));
    bridgeNode.addControl(bridge);
    rootNode.attachChild(pole1Node);
    rootNode.attachChild(pole2Node);
    rootNode.attachChild(bridgeNode);
    getPhysicsSpace().add(pole1);
    getPhysicsSpace().add(pole2);
    getPhysicsSpace().add(bridge);
}
Also used : Geometry(com.jme3.scene.Geometry) Cylinder(com.jme3.scene.shape.Cylinder) CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) SliderJoint(com.jme3.bullet.joints.SliderJoint) Node(com.jme3.scene.Node) VehicleControl(com.jme3.bullet.control.VehicleControl) Material(com.jme3.material.Material) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Aggregations

Vector3f (com.jme3.math.Vector3f)14 BoxCollisionShape (com.jme3.bullet.collision.shapes.BoxCollisionShape)13 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)11 Node (com.jme3.scene.Node)11 BulletAppState (com.jme3.bullet.BulletAppState)6 Sphere (com.jme3.scene.shape.Sphere)6 Geometry (com.jme3.scene.Geometry)5 Box (com.jme3.scene.shape.Box)5 SphereCollisionShape (com.jme3.bullet.collision.shapes.SphereCollisionShape)4 Material (com.jme3.material.Material)4 CompoundCollisionShape (com.jme3.bullet.collision.shapes.CompoundCollisionShape)3 GhostControl (com.jme3.bullet.control.GhostControl)3 HingeJoint (com.jme3.bullet.joints.HingeJoint)3 Plane (com.jme3.math.Plane)3 VehicleControl (com.jme3.bullet.control.VehicleControl)2 Matrix3f (com.jme3.math.Matrix3f)2 Cylinder (com.jme3.scene.shape.Cylinder)2 BoundingBox (com.jme3.bounding.BoundingBox)1 CollisionShape (com.jme3.bullet.collision.shapes.CollisionShape)1 MeshCollisionShape (com.jme3.bullet.collision.shapes.MeshCollisionShape)1