use of com.jme3.bullet.collision.shapes.SphereCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestAttachGhostObject 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);
//immovable
collisionNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 0);
collisionNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(1.8f, 0, 0f));
rootNode.attachChild(collisionNode);
getPhysicsSpace().add(collisionNode);
//ghost node
ghostControl = new GhostControl(new SphereCollisionShape(0.7f));
hammerNode.addControl(ghostControl);
getPhysicsSpace().add(ghostControl);
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);
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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);
}
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestBatchNodeTower method simpleInitApp.
@Override
public void simpleInitApp() {
timer = new NanoTimer();
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
batchNode.batch();
batchNode.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(batchNode);
shadowRenderer = new DirectionalLightShadowFilter(assetManager, 1024, 2);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
shadowRenderer.setLight(dl);
shadowRenderer.setLambda(0.55f);
shadowRenderer.setShadowIntensity(0.6f);
shadowRenderer.setShadowCompareMode(CompareMode.Hardware);
shadowRenderer.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(shadowRenderer);
viewPort.addProcessor(fpp);
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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);
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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);
}
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