use of com.jme3.scene.shape.Cylinder 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.scene.shape.Cylinder 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.scene.shape.Cylinder in project jmonkeyengine by jMonkeyEngine.
the class TestCollisionShapeFactory method simpleInitApp.
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.setDebugEnabled(true);
createMaterial();
Node node = new Node("node1");
attachRandomGeometry(node, mat1);
randomizeTransform(node);
Node node2 = new Node("node2");
attachRandomGeometry(node2, mat2);
randomizeTransform(node2);
node.attachChild(node2);
rootNode.attachChild(node);
RigidBodyControl control = new RigidBodyControl(0);
node.addControl(control);
getPhysicsSpace().add(control);
//test single geometry too
Geometry myGeom = new Geometry("cylinder", new Cylinder(16, 16, 0.5f, 1));
myGeom.setMaterial(mat3);
randomizeTransform(myGeom);
rootNode.attachChild(myGeom);
RigidBodyControl control3 = new RigidBodyControl(0);
myGeom.addControl(control3);
getPhysicsSpace().add(control3);
}
use of com.jme3.scene.shape.Cylinder 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.scene.shape.Cylinder 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);
}
}
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