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Example 1 with RigidBodyControl

use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.

the class HelloPhysics method makeCannonBall.

/** This method creates one individual physical cannon ball.
   * By defaul, the ball is accelerated and flies
   * from the camera position in the camera direction.*/
public void makeCannonBall() {
    /** Create a cannon ball geometry and attach to scene graph. */
    Geometry ball_geo = new Geometry("cannon ball", sphere);
    ball_geo.setMaterial(stone_mat);
    rootNode.attachChild(ball_geo);
    /** Position the cannon ball  */
    ball_geo.setLocalTranslation(cam.getLocation());
    /** Make the ball physcial with a mass > 0.0f */
    ball_phy = new RigidBodyControl(1f);
    /** Add physical ball to physics space. */
    ball_geo.addControl(ball_phy);
    bulletAppState.getPhysicsSpace().add(ball_phy);
    /** Accelerate the physcial ball to shoot it. */
    ball_phy.setLinearVelocity(cam.getDirection().mult(25));
}
Also used : Geometry(com.jme3.scene.Geometry) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 2 with RigidBodyControl

use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.

the class HelloCollision method simpleInitApp.

public void simpleInitApp() {
    /** Set up Physics */
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    // We re-use the flyby camera for rotation, while positioning is handled by physics
    viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
    flyCam.setMoveSpeed(100);
    setUpKeys();
    setUpLight();
    // We load the scene from the zip file and adjust its size.
    assetManager.registerLocator("town.zip", ZipLocator.class);
    sceneModel = assetManager.loadModel("main.scene");
    sceneModel.setLocalScale(2f);
    // We set up collision detection for the scene by creating a
    // compound collision shape and a static RigidBodyControl with mass zero.
    CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) sceneModel);
    landscape = new RigidBodyControl(sceneShape, 0);
    sceneModel.addControl(landscape);
    // We set up collision detection for the player by creating
    // a capsule collision shape and a CharacterControl.
    // The CharacterControl offers extra settings for
    // size, stepheight, jumping, falling, and gravity.
    // We also put the player in its starting position.
    CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
    player = new CharacterControl(capsuleShape, 0.05f);
    player.setJumpSpeed(20);
    player.setFallSpeed(30);
    player.setGravity(30);
    player.setPhysicsLocation(new Vector3f(0, 10, 0));
    // We attach the scene and the player to the rootnode and the physics space,
    // to make them appear in the game world.
    rootNode.attachChild(sceneModel);
    bulletAppState.getPhysicsSpace().add(landscape);
    bulletAppState.getPhysicsSpace().add(player);
}
Also used : CapsuleCollisionShape(com.jme3.bullet.collision.shapes.CapsuleCollisionShape) CollisionShape(com.jme3.bullet.collision.shapes.CollisionShape) ColorRGBA(com.jme3.math.ColorRGBA) CharacterControl(com.jme3.bullet.control.CharacterControl) BulletAppState(com.jme3.bullet.BulletAppState) Vector3f(com.jme3.math.Vector3f) CapsuleCollisionShape(com.jme3.bullet.collision.shapes.CapsuleCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 3 with RigidBodyControl

use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.

the class HelloPhysics method initFloor.

/** Make a solid floor and add it to the scene. */
public void initFloor() {
    Geometry floor_geo = new Geometry("Floor", floor);
    floor_geo.setMaterial(floor_mat);
    floor_geo.setLocalTranslation(0, -0.1f, 0);
    this.rootNode.attachChild(floor_geo);
    /* Make the floor physical with mass 0.0f! */
    floor_phy = new RigidBodyControl(0.0f);
    floor_geo.addControl(floor_phy);
    bulletAppState.getPhysicsSpace().add(floor_phy);
}
Also used : Geometry(com.jme3.scene.Geometry) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Example 4 with RigidBodyControl

use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.

the class RollingTheMonkey method simpleInitApp.

@Override
public void simpleInitApp() {
    flyCam.setEnabled(false);
    cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f));
    viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f));
    // init physics
    BulletAppState bulletState = new BulletAppState();
    stateManager.attach(bulletState);
    space = bulletState.getPhysicsSpace();
    space.addCollisionListener(this);
    // create light
    DirectionalLight sun = new DirectionalLight();
    sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal());
    System.out.println("Here We Go: " + sun.getDirection());
    sun.setColor(ColorRGBA.White);
    rootNode.addLight(sun);
    // create materials
    Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialRed.setBoolean("UseMaterialColors", true);
    materialRed.setBoolean("HardwareShadows", true);
    materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f));
    materialRed.setColor("Specular", ColorRGBA.White);
    materialRed.setFloat("Shininess", 64.0f);
    Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialGreen.setBoolean("UseMaterialColors", true);
    materialGreen.setBoolean("HardwareShadows", true);
    materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f));
    materialGreen.setColor("Specular", ColorRGBA.White);
    materialGreen.setFloat("Shininess", 64.0f);
    Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    logoMaterial.setBoolean("UseMaterialColors", true);
    logoMaterial.setBoolean("HardwareShadows", true);
    logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png"));
    logoMaterial.setColor("Diffuse", ColorRGBA.White);
    logoMaterial.setColor("Specular", ColorRGBA.White);
    logoMaterial.setFloat("Shininess", 32.0f);
    Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
    materialYellow.setBoolean("UseMaterialColors", true);
    materialYellow.setBoolean("HardwareShadows", true);
    materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f));
    materialYellow.setColor("Specular", ColorRGBA.White);
    materialYellow.setFloat("Shininess", 64.0f);
    // create level spatial
    // TODO: create your own level mesh
    Node level = new Node("level");
    level.setShadowMode(ShadowMode.CastAndReceive);
    Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f));
    floor.setShadowMode(ShadowMode.Receive);
    floor.setLocalTranslation(0.0f, -0.5f, 0.0f);
    floor.setMaterial(materialGreen);
    Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f));
    wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f);
    wallNorth.setMaterial(materialRed);
    Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f));
    wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f);
    wallSouth.setMaterial(materialRed);
    Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f));
    wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f);
    wallEast.setMaterial(materialRed);
    Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f));
    wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f);
    wallWest.setMaterial(materialRed);
    level.attachChild(floor);
    level.attachChild(wallNorth);
    level.attachChild(wallSouth);
    level.attachChild(wallEast);
    level.attachChild(wallWest);
    // The easy way: level.addControl(new RigidBodyControl(0));
    // create level Shape
    CompoundCollisionShape levelShape = new CompoundCollisionShape();
    BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f));
    BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
    BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
    BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
    BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
    levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f));
    levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f));
    levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f));
    levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f));
    levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f));
    level.addControl(new RigidBodyControl(levelShape, 0));
    rootNode.attachChild(level);
    space.addAll(level);
    // create Pickups
    // TODO: create your own pickUp mesh
    //       create single mesh for all pickups
    // HINT: think particles.
    pickUps = new Node("pickups");
    Quaternion rotation = new Quaternion();
    Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS);
    int index = 0;
    float ammount = FastMath.TWO_PI / PICKUP_COUNT;
    for (float angle = 0; angle < FastMath.TWO_PI; angle += ammount) {
        Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE, PICKUP_SIZE, PICKUP_SIZE));
        pickUp.setShadowMode(ShadowMode.CastAndReceive);
        pickUp.setMaterial(materialYellow);
        pickUp.setLocalRotation(rotation.fromAngles(FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI));
        rotation.fromAngles(0.0f, angle, 0.0f);
        rotation.mult(translation, pickUp.getLocalTranslation());
        pickUps.attachChild(pickUp);
        pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE)));
        space.addAll(pickUp);
    //space.addCollisionListener(pickUpControl);
    }
    rootNode.attachChild(pickUps);
    // Create player
    // TODO: create your own player mesh
    Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS));
    playerGeometry.setShadowMode(ShadowMode.CastAndReceive);
    playerGeometry.setLocalTranslation(PLAYER_START.clone());
    playerGeometry.setMaterial(logoMaterial);
    // Store control for applying forces
    // TODO: create your own player control
    player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS);
    player.setRestitution(PLAYER_REST);
    playerGeometry.addControl(player);
    rootNode.attachChild(playerGeometry);
    space.addAll(playerGeometry);
    inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
    inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
    inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
    inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
    inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R));
    inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET);
    // init UI
    infoText = new BitmapText(guiFont, false);
    infoText.setText(INFO_MESSAGE);
    guiNode.attachChild(infoText);
    scoreText = new BitmapText(guiFont, false);
    scoreText.setText("Score: 0");
    guiNode.attachChild(scoreText);
    messageText = new BitmapText(guiFont, false);
    messageText.setText(MESSAGE);
    messageText.setLocalScale(0.0f);
    guiNode.attachChild(messageText);
    infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f);
    scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, scoreText.getLineHeight(), 0.0f);
    messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, (cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f);
    // init shadows
    FilterPostProcessor processor = new FilterPostProcessor(assetManager);
    DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1);
    filter.setLight(sun);
    processor.addFilter(filter);
    viewPort.addProcessor(processor);
}
Also used : CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) SphereCollisionShape(com.jme3.bullet.collision.shapes.SphereCollisionShape) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) KeyTrigger(com.jme3.input.controls.KeyTrigger) Material(com.jme3.material.Material) Box(com.jme3.scene.shape.Box) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) FilterPostProcessor(com.jme3.post.FilterPostProcessor) DirectionalLightShadowFilter(com.jme3.shadow.DirectionalLightShadowFilter) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) ColorRGBA(com.jme3.math.ColorRGBA) BitmapText(com.jme3.font.BitmapText) GhostControl(com.jme3.bullet.control.GhostControl) Vector3f(com.jme3.math.Vector3f) BulletAppState(com.jme3.bullet.BulletAppState) DirectionalLight(com.jme3.light.DirectionalLight)

Example 5 with RigidBodyControl

use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.

the class TestRagDoll method createLimb.

private Node createLimb(float width, float height, Vector3f location, boolean rotate) {
    int axis = rotate ? PhysicsSpace.AXIS_X : PhysicsSpace.AXIS_Y;
    CapsuleCollisionShape shape = new CapsuleCollisionShape(width, height, axis);
    Node node = new Node("Limb");
    RigidBodyControl rigidBodyControl = new RigidBodyControl(shape, 1);
    node.setLocalTranslation(location);
    node.addControl(rigidBodyControl);
    return node;
}
Also used : Node(com.jme3.scene.Node) CapsuleCollisionShape(com.jme3.bullet.collision.shapes.CapsuleCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl) PhysicsJoint(com.jme3.bullet.joints.PhysicsJoint) ConeJoint(com.jme3.bullet.joints.ConeJoint)

Aggregations

RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)42 Geometry (com.jme3.scene.Geometry)25 Material (com.jme3.material.Material)19 Vector3f (com.jme3.math.Vector3f)14 BulletAppState (com.jme3.bullet.BulletAppState)12 Node (com.jme3.scene.Node)11 Box (com.jme3.scene.shape.Box)11 Texture (com.jme3.texture.Texture)10 Sphere (com.jme3.scene.shape.Sphere)9 CapsuleCollisionShape (com.jme3.bullet.collision.shapes.CapsuleCollisionShape)8 TerrainLodControl (com.jme3.terrain.geomipmap.TerrainLodControl)8 TerrainQuad (com.jme3.terrain.geomipmap.TerrainQuad)8 ColorRGBA (com.jme3.math.ColorRGBA)7 CharacterControl (com.jme3.bullet.control.CharacterControl)6 BoxCollisionShape (com.jme3.bullet.collision.shapes.BoxCollisionShape)5 MeshCollisionShape (com.jme3.bullet.collision.shapes.MeshCollisionShape)5 SphereCollisionShape (com.jme3.bullet.collision.shapes.SphereCollisionShape)5 DirectionalLight (com.jme3.light.DirectionalLight)5 DistanceLodCalculator (com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator)5 ScreenshotAppState (com.jme3.app.state.ScreenshotAppState)4