com.badlogic.gdx.physics.bullet.Bullet Java Examples
The following examples show how to use
com.badlogic.gdx.physics.bullet.Bullet.
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Example #1
Source File: GameObjectBlueprint.java From GdxDemo3D with Apache License 2.0 | 5 votes |
public GameObjectBlueprint(BlenderModel blenderModel, Model model) { this.model = model; setFromObject(blenderModel); this.mass = 0; ModelInstance modelInstance = new ModelInstance(model); GameModel.applyTransform(position, rotation, blenderModel.scale, modelInstance); this.shape = Bullet.obtainStaticNodeShape(modelInstance.nodes); this.shapeType = "static_node_shape_" + blenderModel.name; setCollisionFlags(this.mass); }
Example #2
Source File: MenuScene.java From Skyland with MIT License | 5 votes |
@Override public void show() { Bullet.init(); init3d(); initScene2d(); initRayCastListener(); }
Example #3
Source File: Builder.java From Skyland with MIT License | 5 votes |
private static void buildCave(Matrix4 transform) { Model caveModel = Assets.get(CURR_MODEL, Model.class); if (WORLD.getConstructor("cave") == null) { for (Node n : caveModel.nodes) n.scale.set(.6f, .6f, .6f); btCollisionShape collisionShape = Bullet.obtainStaticNodeShape(caveModel.nodes); collisionShape.setLocalScaling(new Vector3(.6f, .6f, .6f)); WORLD.addConstructor("cave", new BulletConstructor(caveModel, 0, collisionShape)); } BulletEntity cave = WORLD.add("cave", transform); cave.body.setCollisionFlags(cave.body.getCollisionFlags() | btCollisionObject.CollisionFlags.CF_KINEMATIC_OBJECT); cave.body.setActivationState(Collision.DISABLE_DEACTIVATION); cave.body.userData = new BulletUserData("cave", cave); }
Example #4
Source File: WorldGenerator.java From Skyland with MIT License | 5 votes |
public static BulletWorld generateBaseWorld(boolean grid, boolean debug) { BulletWorld world = new BulletWorld(new Vector3(0, -9.81f, 0)); Builder.init(world); //Sets the stuff so you can use Builder class if (debug) world.setDebugMode(btIDebugDraw.DebugDrawModes.DBG_DrawWireframe | btIDebugDraw.DebugDrawModes.DBG_DrawFeaturesText | btIDebugDraw.DebugDrawModes.DBG_DrawText | btIDebugDraw.DebugDrawModes.DBG_DrawContactPoints); if (grid) world.add(new BulletEntity(ModelGenerator.generateAxis(-10, 10, 1), null)); btCollisionShape collisionShape = Bullet.obtainStaticNodeShape(Assets.get(Models.MODEL_ISLAND_PROTOTYPE, Model.class).nodes.first(), true); world.addConstructor("island", new BulletConstructor(Assets.get(Models.MODEL_ISLAND_PROTOTYPE, Model.class), 0, collisionShape)); return world; }
Example #5
Source File: Physics.java From gdx-proto with Apache License 2.0 | 5 votes |
public Physics() { Bullet.init(); shapes = new Array<>(); objects = new Array<>(); disposables = new Array<>(); if (Main.isClient()) { debugDrawer = new DebugDrawer(); debugDrawer.setDebugMode(btIDebugDraw.DebugDrawModes.DBG_MAX_DEBUG_DRAW_MODE); } inst = this; collisionConfig = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfig); broadphaseInterface = new btDbvtBroadphase(); // TODO is it worth comparing performance with other broadphase types? //broadphaseInterface = new btSimpleBroadphase(); //broadphaseInterface = new btAxisSweep3(tmp.set(0f, -10, 0f), tmp2.set(GameWorld.WORLD_WIDTH, 200f, GameWorld.WORLD_DEPTH)); world = new btCollisionWorld(dispatcher, broadphaseInterface, collisionConfig); if (Main.isClient()) { world.setDebugDrawer(debugDrawer); } contactListener = new MyContactListener(); disposables.add(world); if (debugDrawer != null) { disposables.add(debugDrawer); } disposables.add(collisionConfig); disposables.add(dispatcher); disposables.add(broadphaseInterface); disposables.add(contactListener); }
Example #6
Source File: BulletSteeringTest.java From gdx-ai with Apache License 2.0 | 5 votes |
public static void init () { if (initialized) return; // Need to initialize bullet before using it. if (Gdx.app.getType() == ApplicationType.Desktop && customDesktopLib != null) { System.load(customDesktopLib); } else Bullet.init(); Gdx.app.log("Bullet", "Version = " + LinearMath.btGetVersion()); initialized = true; }