Java Code Examples for com.jme3.bullet.PhysicsSpace#add()
The following examples show how to use
com.jme3.bullet.PhysicsSpace#add() .
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Example 1
Source File: KinematicRagdollControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
@Override protected void addPhysics(PhysicsSpace space) { if (baseRigidBody != null) { space.add(baseRigidBody); } for (Iterator<PhysicsBoneLink> it = boneLinks.values().iterator(); it.hasNext();) { PhysicsBoneLink physicsBoneLink = it.next(); if (physicsBoneLink.rigidBody != null) { space.add(physicsBoneLink.rigidBody); if (physicsBoneLink.joint != null) { space.add(physicsBoneLink.joint); } } } space.addCollisionListener(this); }
Example 2
Source File: DacLinks.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Add all managed physics objects to the PhysicsSpace. */ @Override protected void addPhysics(PhysicsSpace space) { Vector3f gravity = gravity(null); PhysicsRigidBody rigidBody; if (torsoLink != null) { rigidBody = torsoLink.getRigidBody(); space.add(rigidBody); rigidBody.setGravity(gravity); } for (BoneLink boneLink : boneLinkList) { rigidBody = boneLink.getRigidBody(); space.add(rigidBody); rigidBody.setGravity(gravity); PhysicsJoint joint = boneLink.getJoint(); space.add(joint); } }
Example 3
Source File: PhysicsTestHelper.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * creates the necessary inputlistener and action to shoot balls from the camera * * @param app the application that's running * @param rootNode where ball geometries should be added * @param space where collision objects should be added */ public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) { ActionListener actionListener = new ActionListener() { @Override public void onAction(String name, boolean keyPressed, float tpf) { Sphere bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); key2.setGenerateMips(true); Texture tex2 = app.getAssetManager().loadTexture(key2); mat2.setTexture("ColorMap", tex2); if (name.equals("shoot") && !keyPressed) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.setLocalTranslation(app.getCamera().getLocation()); RigidBodyControl bulletControl = new RigidBodyControl(10); bulletg.addControl(bulletControl); bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25)); bulletg.addControl(bulletControl); rootNode.attachChild(bulletg); space.add(bulletControl); } } }; app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); app.getInputManager().addListener(actionListener, "shoot"); }
Example 4
Source File: PhysicsTestHelper.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * creates the necessary inputlistener and action to shoot balls from teh camera * @param app * @param rootNode * @param space */ public static void createBallShooter(final Application app, final Node rootNode, final PhysicsSpace space) { ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean keyPressed, float tpf) { Sphere bullet = new Sphere(32, 32, 0.4f, true, false); bullet.setTextureMode(TextureMode.Projected); Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); key2.setGenerateMips(true); Texture tex2 = app.getAssetManager().loadTexture(key2); mat2.setTexture("ColorMap", tex2); if (name.equals("shoot") && !keyPressed) { Geometry bulletg = new Geometry("bullet", bullet); bulletg.setMaterial(mat2); bulletg.setShadowMode(ShadowMode.CastAndReceive); bulletg.setLocalTranslation(app.getCamera().getLocation()); RigidBodyControl bulletControl = new RigidBodyControl(1); bulletg.addControl(bulletControl); bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25)); bulletg.addControl(bulletControl); rootNode.attachChild(bulletg); space.add(bulletControl); } } }; app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); app.getInputManager().addListener(actionListener, "shoot"); }
Example 5
Source File: PhysicsTestHelper.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * creates a simple physics test world with a floor, an obstacle and some test boxes * * @param rootNode where lights and geometries should be added * @param assetManager for loading assets * @param space where collision objects should be added */ 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); }
Example 6
Source File: CollisionTester.java From OpenRTS with MIT License | 4 votes |
public static boolean areColliding(Asset asset1, Asset asset2, boolean debug){ Spatial s1 = getSpatialFromAsset(asset1); Spatial s2 = getSpatialFromAsset(asset2); PhysicsSpace space = new PhysicsSpace(); RigidBodyControl ghost1 = new RigidBodyControl(getCollisionShape(asset1)); s1.addControl(ghost1); space.add(ghost1); RigidBodyControl ghost2 = new RigidBodyControl(getCollisionShape(asset2)); s2.addControl(ghost2); // ghost2.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02); // space.add(ghost2); space.update(1); // int numCollision = ghost1.getOverlappingCount(); // boolean collision = numCollision > 0; Transform t = new Transform(); t.setRotation(s2.getLocalRotation()); t.setTranslation(s2.getLocalTranslation()); boolean collision = false; for(ChildCollisionShape hull : getCollisionShape(asset2).getChildren()) if(!space.sweepTest(hull.shape, Transform.IDENTITY, t).isEmpty()){ collision = true; break; } space.remove(ghost1); // space.remove(ghost2); // if(!collision){ // Spatial debugS2 = DebugShapeFactory.getDebugShape(ghost2.getCollisionShape()); // debugS2.setLocalRotation(ghost2.getPhysicsRotation()); //// Spatial debugS2 = s2; // Material m = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); // m.getAdditionalRenderState().setWireframe(true); // m.setColor("Color", ColorRGBA.Red); // debugS2.setMaterial(m); // debugS2.setLocalTranslation(ghost2.getPhysicsLocation()); // asset2.s = debugS2; // //EventManager.post(new GenericEvent(debugS2)); // } if(!collision){// && debug){ Material m = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); m.getAdditionalRenderState().setWireframe(true); m.setColor("Color", ColorRGBA.Red); Spatial debugS2 = DebugShapeFactory.getDebugShape(getCollisionShape(asset2)); debugS2.setLocalTransform(t); // debugS2.setLocalRotation(ghost2.getPhysicsRotation()); // debugS2.setLocalTranslation(ghost2.getPhysicsLocation()); debugS2.setMaterial(m); Material m2 = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); m2.getAdditionalRenderState().setWireframe(true); m2.setColor("Color", ColorRGBA.Blue); Geometry linegeom = new Geometry(); Line l = new Line(debugS2.getLocalTranslation().add(0, 0, 1), ghost1.getPhysicsLocation().add(0, 0, 1)); linegeom.setMesh(l); linegeom.setMaterial(m2); asset2.s = debugS2; if(l.getStart().distance(l.getEnd())<2) asset2.links.add(linegeom); // EventManager.post(new GenericEvent(debugS2)); // EventManager.post(new GenericEvent(linegeom)); } return collision; }
Example 7
Source File: PhysicsTestHelper.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * 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); }
Example 8
Source File: PhysicsTestHelper.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public static void createPhysicsTestWorldSoccer(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, -0.25f, 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 spheres for (int i = 0; i < 5; i++) { Sphere sphere = new Sphere(16, 16, .5f); Geometry ballGeometry = new Geometry("Soccer ball", sphere); ballGeometry.setMaterial(material); ballGeometry.setLocalTranslation(i, 2, -3); //RigidBodyControl automatically uses Sphere collision shapes when attached to single geometry with sphere mesh ballGeometry.addControl(new RigidBodyControl(.001f)); ballGeometry.getControl(RigidBodyControl.class).setRestitution(1); rootNode.attachChild(ballGeometry); space.add(ballGeometry); } //immovable Box with mesh collision shape Box box = new Box(1, 1, 1); Geometry boxGeometry = new Geometry("Box", box); boxGeometry.setMaterial(material); boxGeometry.setLocalTranslation(4, 1, 2); boxGeometry.addControl(new RigidBodyControl(new MeshCollisionShape(box), 0)); rootNode.attachChild(boxGeometry); space.add(boxGeometry); }