use of com.jme3.bullet.collision.shapes.MeshCollisionShape 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);
}
use of com.jme3.bullet.collision.shapes.MeshCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestSimplePhysics 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 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));
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));
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));
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));
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);
// 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);
}
use of com.jme3.bullet.collision.shapes.MeshCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class WorldOfInception method simpleInitApp.
@Override
public void simpleInitApp() {
//set far frustum only so we see the outer world longer
cam.setFrustumFar(10000);
cam.setLocation(Vector3f.ZERO);
debugTools = new DebugTools(assetManager);
rootNode.attachChild(debugTools.debugNode);
poiMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
poiMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
poiMesh = new Sphere(16, 16, 1f);
ballMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
ballMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
ballMaterial.setColor("Color", ColorRGBA.Red);
ballMesh = new Sphere(16, 16, 1.0f);
poiHorizonCollisionShape = new MeshCollisionShape(new Sphere(128, 128, poiRadius));
poiCollisionShape = new SphereCollisionShape(1f);
ballCollisionShape = new SphereCollisionShape(1f);
setupKeys();
setupDisplay();
setupFog();
}
use of com.jme3.bullet.collision.shapes.MeshCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestPhysicsReadWrite method simpleInitApp.
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.setDebugEnabled(true);
physicsRootNode = new Node("PhysicsRootNode");
rootNode.attachChild(physicsRootNode);
// 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 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));
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));
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));
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));
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);
// Join the physics objects with a Point2Point joint
HingeJoint joint = new HingeJoint(physicsSphere.getControl(RigidBodyControl.class), physicsBox.getControl(RigidBodyControl.class), new Vector3f(-2, 0, 0), new Vector3f(2, 0, 0), Vector3f.UNIT_Z, Vector3f.UNIT_Z);
getPhysicsSpace().add(joint);
//save and load the physicsRootNode
try {
//remove all physics objects from physics space
getPhysicsSpace().removeAll(physicsRootNode);
physicsRootNode.removeFromParent();
//export to byte array
ByteArrayOutputStream bout = new ByteArrayOutputStream();
BinaryExporter.getInstance().save(physicsRootNode, bout);
//import from byte array
ByteArrayInputStream bin = new ByteArrayInputStream(bout.toByteArray());
BinaryImporter imp = BinaryImporter.getInstance();
imp.setAssetManager(assetManager);
Node newPhysicsRootNode = (Node) imp.load(bin);
//add all physics objects to physics space
getPhysicsSpace().addAll(newPhysicsRootNode);
rootNode.attachChild(newPhysicsRootNode);
} catch (IOException ex) {
Logger.getLogger(TestPhysicsReadWrite.class.getName()).log(Level.SEVERE, null, ex);
}
}
use of com.jme3.bullet.collision.shapes.MeshCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class PhysicsRigidBody method rebuildRigidBody.
/**
* Builds/rebuilds the phyiscs body when parameters have changed
*/
protected void rebuildRigidBody() {
boolean removed = false;
if (collisionShape instanceof MeshCollisionShape && mass != 0) {
throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
}
if (rBody != null) {
if (rBody.isInWorld()) {
PhysicsSpace.getPhysicsSpace().remove(this);
removed = true;
}
rBody.destroy();
}
preRebuild();
rBody = new RigidBody(constructionInfo);
postRebuild();
if (removed) {
PhysicsSpace.getPhysicsSpace().add(this);
}
}
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