use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class LightFilterTest method testPointFiltering.
@Test
public void testPointFiltering() {
PointLight pl = new PointLight(Vector3f.ZERO);
geom.addLight(pl);
// Infinite point lights must never be filtered
checkFilteredLights(1);
// Light at origin does not intersect geom which is at Z=10
pl.setRadius(1);
checkFilteredLights(0);
// Put it closer to geom, the very edge of the sphere touches the box.
// Still not considered an intersection though.
pl.setPosition(new Vector3f(0, 0, 8f));
checkFilteredLights(0);
// And more close - now its an intersection.
pl.setPosition(new Vector3f(0, 0, 8f + FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
// Move the geometry away
geom.move(0, 0, FastMath.ZERO_TOLERANCE);
checkFilteredLights(0);
// Test if the algorithm converts the sphere
// to a box before testing the collision (incorrect)
float sqrt3 = FastMath.sqrt(3);
pl.setPosition(new Vector3f(2, 2, 8));
pl.setRadius(sqrt3);
checkFilteredLights(0);
// Make it a wee bit larger.
pl.setRadius(sqrt3 + FastMath.ZERO_TOLERANCE);
checkFilteredLights(1);
// Rotate the camera so it is up, light is outside frustum.
cam.lookAtDirection(Vector3f.UNIT_Y, Vector3f.UNIT_Y);
checkFilteredLights(0);
// ==================================
// Tests for bounding Sphere
geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
geom.setLocalTranslation(0, 0, 2);
pl.setPosition(new Vector3f(0, 0, 2f));
// Infinite point lights must never be filtered
pl.setRadius(0);
checkFilteredLights(1);
pl.setRadius(1f);
// Put the light at the very close to the geom,
// the very edge of the sphere touches the other bounding sphere
// Still not considered an intersection though.
pl.setPosition(new Vector3f(0, 0, 0));
checkFilteredLights(0);
// And more close - now its an intersection.
pl.setPosition(new Vector3f(0, 0, 0f + FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
geom.setLocalTranslation(0, 0, 0);
// In this case its an intersection for pointLight v. box
// But not for pointLight v. sphere
// Vector3f(0, 0.5f, 0.5f).normalize().mult(2) ~ >= (0.0, 1.4142135, 1.4142135)
//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 + FastMath.ZERO_TOLERANCE));
pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1 + FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
// Make the distance a wee bit closer, now its an intersection
//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 - FastMath.ZERO_TOLERANCE));
pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1 - FastMath.ZERO_TOLERANCE));
checkFilteredLights(1);
// it's a point light, also test for the other corner
pl.setPosition(new Vector3f(0f, -1.4142135f, -1.4142135f).multLocal(1 - FastMath.ZERO_TOLERANCE));
checkFilteredLights(0);
}
use of com.jme3.scene.shape.Sphere 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.scene.shape.Sphere 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.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class TestBrickWall method addBrick.
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
//for geometry with sphere mesh the physics system automatically uses a sphere collision shape
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(0.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
use of com.jme3.scene.shape.Sphere 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);
}
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