use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.
the class PhysicsTestHelper method createPhysicsTestNode.
/**
* creates an empty node with a RigidBodyControl
* @param manager
* @param shape
* @param mass
* @return
*/
public static Node createPhysicsTestNode(AssetManager manager, CollisionShape shape, float mass) {
Node node = new Node("PhysicsNode");
RigidBodyControl control = new RigidBodyControl(shape, mass);
node.addControl(control);
return node;
}
use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.
the class PhysicsTestHelper method createPhysicsTestWorld.
/**
* creates a simple physics test world with a floor, an obstacle and some test boxes
* @param rootNode
* @param assetManager
* @param space
*/
public static void createPhysicsTestWorld(Node rootNode, AssetManager assetManager, PhysicsSpace space) {
AmbientLight light = new AmbientLight();
light.setColor(ColorRGBA.LightGray);
rootNode.addLight(light);
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
Box floorBox = new Box(140, 0.25f, 140);
Geometry floorGeometry = new Geometry("Floor", floorBox);
floorGeometry.setMaterial(material);
floorGeometry.setLocalTranslation(0, -5, 0);
// Plane plane = new Plane();
// plane.setOriginNormal(new Vector3f(0, 0.25f, 0), Vector3f.UNIT_Y);
// floorGeometry.addControl(new RigidBodyControl(new PlaneCollisionShape(plane), 0));
floorGeometry.addControl(new RigidBodyControl(0));
rootNode.attachChild(floorGeometry);
space.add(floorGeometry);
//movable boxes
for (int i = 0; i < 12; i++) {
Box box = new Box(0.25f, 0.25f, 0.25f);
Geometry boxGeometry = new Geometry("Box", box);
boxGeometry.setMaterial(material);
boxGeometry.setLocalTranslation(i, 5, -3);
//RigidBodyControl automatically uses box collision shapes when attached to single geometry with box mesh
boxGeometry.addControl(new RigidBodyControl(2));
rootNode.attachChild(boxGeometry);
space.add(boxGeometry);
}
//immovable sphere with mesh collision shape
Sphere sphere = new Sphere(8, 8, 1);
Geometry sphereGeometry = new Geometry("Sphere", sphere);
sphereGeometry.setMaterial(material);
sphereGeometry.setLocalTranslation(4, -4, 2);
sphereGeometry.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0));
rootNode.attachChild(sphereGeometry);
space.add(sphereGeometry);
}
use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.
the class TestAttachDriver method setupFloor.
public void setupFloor() {
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Interface/Logo/Monkey.jpg", true);
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
tex.setMinFilter(Texture.MinFilter.Trilinear);
mat.setTexture("ColorMap", tex);
Box floor = new Box(100, 1f, 100);
Geometry floorGeom = new Geometry("Floor", floor);
floorGeom.setMaterial(mat);
floorGeom.setLocalTranslation(new Vector3f(0f, -3, 0f));
floorGeom.addControl(new RigidBodyControl(new MeshCollisionShape(floorGeom.getMesh()), 0));
rootNode.attachChild(floorGeom);
getPhysicsSpace().add(floorGeom);
}
use of com.jme3.bullet.control.RigidBodyControl 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);
}
use of com.jme3.bullet.control.RigidBodyControl in project jmonkeyengine by jMonkeyEngine.
the class TestBrickTower method addBrick.
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float) Math.toRadians(angle), 0f);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
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