use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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);
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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.SphereCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestCollisionListener 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(0.4f);
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());
// add ourselves as collision listener
getPhysicsSpace().addCollisionListener(this);
}
use of com.jme3.bullet.collision.shapes.SphereCollisionShape 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.SphereCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestWalkingChar method prepareBullet.
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
matBullet.setColor("GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
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