Java Code Examples for com.jme3.bullet.control.CharacterControl#setGravity()
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com.jme3.bullet.control.CharacterControl#setGravity() .
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Example 1
Source File: HelloCollision.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void simpleInitApp() { /** Set up Physics */ bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); //bulletAppState.getPhysicsSpace().enableDebug(assetManager); // We re-use the flyby camera for rotation, while positioning is handled by physics viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); flyCam.setMoveSpeed(100); setUpKeys(); setUpLight(); // We load the scene from the zip file and adjust its size. assetManager.registerLocator( "https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/jmonkeyengine/town.zip", HttpZipLocator.class); sceneModel = assetManager.loadModel("main.scene"); sceneModel.setLocalScale(2f); // We set up collision detection for the scene by creating a // compound collision shape and a static RigidBodyControl with mass zero. CollisionShape sceneShape = CollisionShapeFactory.createMeshShape(sceneModel); landscape = new RigidBodyControl(sceneShape, 0); sceneModel.addControl(landscape); // We set up collision detection for the player by creating // a capsule collision shape and a CharacterControl. // The CharacterControl offers extra settings for // size, stepheight, jumping, falling, and gravity. // We also put the player in its starting position. CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1); player = new CharacterControl(capsuleShape, 0.05f); player.setJumpSpeed(20); player.setFallSpeed(30); player.setGravity(30); player.setPhysicsLocation(new Vector3f(0, 10, 0)); // We attach the scene and the player to the rootnode and the physics space, // to make them appear in the game world. rootNode.attachChild(sceneModel); bulletAppState.getPhysicsSpace().add(landscape); bulletAppState.getPhysicsSpace().add(player); }
Example 2
Source File: HelloCollision.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public void simpleInitApp() { /** Set up Physics */ bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); //bulletAppState.getPhysicsSpace().enableDebug(assetManager); // We re-use the flyby camera for rotation, while positioning is handled by physics viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); flyCam.setMoveSpeed(100); setUpKeys(); setUpLight(); // We load the scene from the zip file and adjust its size. assetManager.registerLocator("town.zip", ZipLocator.class.getName()); sceneModel = assetManager.loadModel("main.scene"); sceneModel.setLocalScale(2f); // We set up collision detection for the scene by creating a // compound collision shape and a static RigidBodyControl with mass zero. CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) sceneModel); landscape = new RigidBodyControl(sceneShape, 0); sceneModel.addControl(landscape); // We set up collision detection for the player by creating // a capsule collision shape and a CharacterControl. // The CharacterControl offers extra settings for // size, stepheight, jumping, falling, and gravity. // We also put the player in its starting position. CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1); player = new CharacterControl(capsuleShape, 0.05f); player.setJumpSpeed(20); player.setFallSpeed(30); player.setGravity(30); player.setPhysicsLocation(new Vector3f(0, 10, 0)); // We attach the scene and the player to the rootnode and the physics space, // to make them appear in the game world. rootNode.attachChild(sceneModel); bulletAppState.getPhysicsSpace().add(landscape); bulletAppState.getPhysicsSpace().add(player); }