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);
}
use of com.jme3.scene.shape.Sphere in project jmonkeyengine by jMonkeyEngine.
the class TestKinematicAddToPhysicsSpaceIssue 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);
//Setting the rigidBody to kinematic before adding it to the physic space
physicsSphere.getControl(RigidBodyControl.class).setKinematic(true);
//adding it to the physic space
getPhysicsSpace().add(physicsSphere);
//Making it not kinematic again, it should fall under gravity, it doesn't
physicsSphere.getControl(RigidBodyControl.class).setKinematic(false);
// Add a physics sphere to the world using the collision shape from sphere one
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(5, 6, 0));
rootNode.attachChild(physicsSphere2);
//Adding the rigid body to physic space
getPhysicsSpace().add(physicsSphere2);
//making it kinematic
physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
//Making it not kinematic again, it works properly, the rigidbody is affected by grvity.
physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
// 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);
}
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