com.jme3.bullet.collision.shapes.MeshCollisionShape Java Examples
The following examples show how to use
com.jme3.bullet.collision.shapes.MeshCollisionShape.
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Example #1
Source File: PhysicsRigidBody.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Sets the mass of this PhysicsRigidBody, objects with mass=0 are static. * @param mass */ public void setMass(float mass) { this.mass = mass; if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId != 0) { if (collisionShape != null) { updateMassProps(objectId, collisionShape.getObjectId(), mass); } if (mass == 0.0f) { setStatic(objectId, true); } else { setStatic(objectId, false); } } }
Example #2
Source File: TestAttachDriver.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
public void setupFloor() { Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key = new TextureKey("Interface/Logo/Monkey.jpg", true); key.setGenerateMips(true); Texture tex = assetManager.loadTexture(key); tex.setMinFilter(Texture.MinFilter.Trilinear); mat.setTexture("ColorMap", tex); Box floor = new Box(Vector3f.ZERO, 100, 1f, 100); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(new Vector3f(0f, -3, 0f)); floorGeom.addControl(new RigidBodyControl(new MeshCollisionShape(floorGeom.getMesh()), 0)); rootNode.attachChild(floorGeom); getPhysicsSpace().add(floorGeom); }
Example #3
Source File: PhysicsRigidBody.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Sets the mass of this PhysicsRigidBody, objects with mass=0 are static. * @param mass */ public void setMass(float mass) { this.mass = mass; if(collisionShape instanceof MeshCollisionShape && mass != 0){ throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (collisionShape != null) { collisionShape.calculateLocalInertia(mass, localInertia); } if (rBody != null) { rBody.setMassProps(mass, localInertia); if (mass == 0.0f) { rBody.setCollisionFlags(rBody.getCollisionFlags() | CollisionFlags.STATIC_OBJECT); } else { rBody.setCollisionFlags(rBody.getCollisionFlags() & ~CollisionFlags.STATIC_OBJECT); } } }
Example #4
Source File: PhysicsRigidBody.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Builds/rebuilds the phyiscs body when parameters have changed */ protected void rebuildRigidBody() { boolean removed = false; if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId != 0) { if (isInWorld(objectId)) { PhysicsSpace.getPhysicsSpace().remove(this); removed = true; } Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Clearing RigidBody {0}", Long.toHexString(objectId)); finalizeNative(objectId); } preRebuild(); objectId = createRigidBody(mass, motionState.getObjectId(), collisionShape.getObjectId()); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created RigidBody {0}", Long.toHexString(objectId)); postRebuild(); if (removed) { PhysicsSpace.getPhysicsSpace().add(this); } }
Example #5
Source File: PhysicsRigidBody.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Sets the mass of this PhysicsRigidBody, objects with mass=0 are static. * @param mass */ public void setMass(float mass) { this.mass = mass; if(collisionShape instanceof MeshCollisionShape && mass != 0){ throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (collisionShape != null) { collisionShape.calculateLocalInertia(mass, localInertia); } if (rBody != null) { rBody.setMassProps(mass, localInertia); if (mass == 0.0f) { rBody.setCollisionFlags(rBody.getCollisionFlags() | CollisionFlags.STATIC_OBJECT); } else { rBody.setCollisionFlags(rBody.getCollisionFlags() & ~CollisionFlags.STATIC_OBJECT); } } }
Example #6
Source File: PhysicsRigidBody.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Alter this body's mass. Bodies with mass=0 are static. For dynamic * bodies, it is best to keep the mass around 1. * * @param mass the desired mass (>0) or 0 for a static body (default=1) */ public void setMass(float mass) { this.mass = mass; if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId != 0) { if (collisionShape != null) { updateMassProps(objectId, collisionShape.getObjectId(), mass); } if (mass == 0.0f) { setStatic(objectId, true); } else { setStatic(objectId, false); } } }
Example #7
Source File: PhysicsRigidBody.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Build/rebuild this body after parameters have changed. */ protected void rebuildRigidBody() { boolean removed = false; if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId != 0) { if (isInWorld(objectId)) { PhysicsSpace.getPhysicsSpace().remove(this); removed = true; } Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Clearing RigidBody {0}", Long.toHexString(objectId)); finalizeNative(objectId); } preRebuild(); objectId = createRigidBody(mass, motionState.getObjectId(), collisionShape.getObjectId()); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created RigidBody {0}", Long.toHexString(objectId)); postRebuild(); if (removed) { PhysicsSpace.getPhysicsSpace().add(this); } }
Example #8
Source File: WorldOfInception.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
@Override public void simpleInitApp() { //set far frustum only so we see the outer world longer cam.setFrustumFar(10000); cam.setLocation(Vector3f.ZERO); debugTools = new DebugTools(assetManager); rootNode.attachChild(debugTools.debugNode); poiMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); poiMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg")); poiMesh = new Sphere(16, 16, 1f); ballMaterial = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); ballMaterial.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg")); ballMaterial.setColor("Color", ColorRGBA.Red); ballMesh = new Sphere(16, 16, 1.0f); poiHorizonCollisionShape = new MeshCollisionShape(new Sphere(128, 128, poiRadius)); poiCollisionShape = new SphereCollisionShape(1f); ballCollisionShape = new SphereCollisionShape(1f); setupKeys(); setupDisplay(); setupFog(); }
Example #9
Source File: TestAttachDriver.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
public void setupFloor() { Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key = new TextureKey("Interface/Logo/Monkey.jpg", true); key.setGenerateMips(true); Texture tex = assetManager.loadTexture(key); tex.setMinFilter(Texture.MinFilter.Trilinear); mat.setTexture("ColorMap", tex); Box floor = new Box(100, 1f, 100); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(new Vector3f(0f, -3, 0f)); floorGeom.addControl(new RigidBodyControl(new MeshCollisionShape(floorGeom.getMesh()), 0)); rootNode.attachChild(floorGeom); getPhysicsSpace().add(floorGeom); }
Example #10
Source File: PhysicsRigidBody.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public void setCollisionShape(CollisionShape collisionShape) { super.setCollisionShape(collisionShape); if(collisionShape instanceof MeshCollisionShape && mass!=0){ throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (rBody == null) { rebuildRigidBody(); } else { collisionShape.calculateLocalInertia(mass, localInertia); constructionInfo.collisionShape = collisionShape.getCShape(); rBody.setCollisionShape(collisionShape.getCShape()); } }
Example #11
Source File: TestBetterCharacter.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
private void setupPlanet() { Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg")); //immovable sphere with mesh collision shape Sphere sphere = new Sphere(64, 64, 20); planet = new Geometry("Sphere", sphere); planet.setMaterial(material); planet.setLocalTranslation(30, -15, 30); planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0)); rootNode.attachChild(planet); getPhysicsSpace().add(planet); }
Example #12
Source File: TestCcd.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); 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(Vector3f.ZERO, 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); }
Example #13
Source File: TestCollisionGroups.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // 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); getPhysicsSpace().add(physicsSphere); // Add a physics sphere to the world Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); physicsSphere2.getControl(RigidBodyControl.class).addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_02); rootNode.attachChild(physicsSphere2); getPhysicsSpace().add(physicsSphere2); // 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)); node2.getControl(RigidBodyControl.class).setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02); node2.getControl(RigidBodyControl.class).setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02); rootNode.attachChild(node2); getPhysicsSpace().add(node2); // the floor, does not move (mass=0) Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Box(Vector3f.ZERO, 100f, 0.2f, 100f)), 0); node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); rootNode.attachChild(node3); getPhysicsSpace().add(node3); }
Example #14
Source File: CollisionShapeFactory.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * This type of collision shape is mesh-accurate and meant for immovable "world objects". * Examples include terrain, houses or whole shooter levels.<br> * Objects with "mesh" type collision shape will not collide with each other. */ private static MeshCollisionShape createSingleMeshShape(Geometry geom, Spatial parent) { Mesh mesh = geom.getMesh(); Transform trans = getTransform(geom, parent); if (mesh != null) { MeshCollisionShape mColl = new MeshCollisionShape(mesh); mColl.setScale(trans.getScale()); return mColl; } else { return null; } }
Example #15
Source File: CollisionShapeFactory.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * This type of collision shape is mesh-accurate and meant for immovable "world objects". * Examples include terrain, houses or whole shooter levels.<br> * Objects with "mesh" type collision shape will not collide with each other. */ private static MeshCollisionShape createSingleMeshShape(Geometry geom, Spatial parent) { Mesh mesh = geom.getMesh(); Transform trans = getTransform(geom, parent); if (mesh != null) { MeshCollisionShape mColl = new MeshCollisionShape(mesh); mColl.setScale(trans.getScale()); return mColl; } else { return null; } }
Example #16
Source File: PhysicsRigidBody.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public void setCollisionShape(CollisionShape collisionShape) { super.setCollisionShape(collisionShape); if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId == 0) { rebuildRigidBody(); } else { setCollisionShape(objectId, collisionShape.getObjectId()); updateMassProps(objectId, collisionShape.getObjectId(), mass); } }
Example #17
Source File: TestCollisionGroups.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@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); getPhysicsSpace().add(physicsSphere); // Add a physics sphere to the world Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); physicsSphere2.getControl(RigidBodyControl.class).addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_02); rootNode.attachChild(physicsSphere2); getPhysicsSpace().add(physicsSphere2); // 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)); node2.getControl(RigidBodyControl.class).setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02); node2.getControl(RigidBodyControl.class).setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_02); rootNode.attachChild(node2); getPhysicsSpace().add(node2); // the floor, does not move (mass=0) Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Box(100f, 0.2f, 100f)), 0); node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); rootNode.attachChild(node3); getPhysicsSpace().add(node3); }
Example #18
Source File: PhysicsRigidBody.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void setCollisionShape(CollisionShape collisionShape) { super.setCollisionShape(collisionShape); if(collisionShape instanceof MeshCollisionShape && mass!=0){ throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (rBody == null) { rebuildRigidBody(); } else { collisionShape.calculateLocalInertia(mass, localInertia); constructionInfo.collisionShape = collisionShape.getCShape(); rBody.setCollisionShape(collisionShape.getCShape()); } }
Example #19
Source File: TestCcd.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@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); }
Example #20
Source File: PhysicsRigidBody.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Apply the specified CollisionShape to this body. * <p> * Note that the body should not be in any physics space while changing * shape; the body gets rebuilt on the physics side. * * @param collisionShape the shape to apply (not null, alias created) */ @Override public void setCollisionShape(CollisionShape collisionShape) { super.setCollisionShape(collisionShape); if (collisionShape instanceof MeshCollisionShape && mass != 0) { throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!"); } if (objectId == 0) { rebuildRigidBody(); } else { setCollisionShape(objectId, collisionShape.getObjectId()); updateMassProps(objectId, collisionShape.getObjectId(), mass); } }
Example #21
Source File: MeshCollisionShapeTreeNode.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
public MeshCollisionShapeTreeNode(@NotNull final MeshCollisionShape element, final long objectId) { super(element, objectId); }
Example #22
Source File: TestKinematicAddToPhysicsSpaceIssue.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@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 physics space physicsSphere.getControl(RigidBodyControl.class).setKinematic(true); //adding it to the physics 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 physics 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); }
Example #23
Source File: TestSimplePhysics.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // 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); getPhysicsSpace().add(physicsSphere); // Add a physics sphere to the world using the collision shape from sphere one Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); rootNode.attachChild(physicsSphere2); getPhysicsSpace().add(physicsSphere2); // Add a physics box to the world Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f); physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); rootNode.attachChild(physicsBox); getPhysicsSpace().add(physicsBox); // Add a physics cylinder to the world Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1); physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0)); rootNode.attachChild(physicsCylinder); getPhysicsSpace().add(physicsCylinder); // 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); // Join the physics objects with a Point2Point joint // PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0)); // PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z); // getPhysicsSpace().add(joint); }
Example #24
Source File: TestPhysicsReadWrite.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); physicsRootNode=new Node("PhysicsRootNode"); rootNode.attachChild(physicsRootNode); // 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); getPhysicsSpace().add(physicsSphere); // Add a physics sphere to the world using the collision shape from sphere one Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); rootNode.attachChild(physicsSphere2); getPhysicsSpace().add(physicsSphere2); // Add a physics box to the world Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f); physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); rootNode.attachChild(physicsBox); getPhysicsSpace().add(physicsBox); // Add a physics cylinder to the world Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1); physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0)); rootNode.attachChild(physicsCylinder); getPhysicsSpace().add(physicsCylinder); // 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); // Join the physics objects with a Point2Point joint HingeJoint joint=new HingeJoint(physicsSphere.getControl(RigidBodyControl.class), physicsBox.getControl(RigidBodyControl.class), new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z); getPhysicsSpace().add(joint); //save and load the physicsRootNode try { //remove all physics objects from physics space getPhysicsSpace().removeAll(physicsRootNode); physicsRootNode.removeFromParent(); //export to byte array ByteArrayOutputStream bout=new ByteArrayOutputStream(); BinaryExporter.getInstance().save(physicsRootNode, bout); //import from byte array ByteArrayInputStream bin=new ByteArrayInputStream(bout.toByteArray()); BinaryImporter imp=BinaryImporter.getInstance(); imp.setAssetManager(assetManager); Node newPhysicsRootNode=(Node)imp.load(bin); //add all physics objects to physics space getPhysicsSpace().addAll(newPhysicsRootNode); rootNode.attachChild(newPhysicsRootNode); } catch (IOException ex) { Logger.getLogger(TestPhysicsReadWrite.class.getName()).log(Level.SEVERE, null, ex); } }
Example #25
Source File: TestKinematicAddToPhysicsSpaceIssue.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // 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); }
Example #26
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 #27
Source File: TestLocalPhysics.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // 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)); physicsSphere.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); rootNode.attachChild(physicsSphere); getPhysicsSpace().add(physicsSphere); // Add a physics sphere to the world using the collision shape from sphere one Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); physicsSphere2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); rootNode.attachChild(physicsSphere2); getPhysicsSpace().add(physicsSphere2); // Add a physics box to the world Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f); physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); physicsBox.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); rootNode.attachChild(physicsBox); getPhysicsSpace().add(physicsBox); // Add a physics cylinder to the world Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1); physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0)); physicsCylinder.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); rootNode.attachChild(physicsCylinder); getPhysicsSpace().add(physicsCylinder); // 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)); node2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 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)); node3.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); rootNode.attachChild(node3); getPhysicsSpace().add(node3); // Join the physics objects with a Point2Point joint // PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0)); // PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z); // getPhysicsSpace().add(joint); }
Example #28
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 #29
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); }
Example #30
Source File: PhysicsTestHelper.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 3 votes |
/** * Creates a curved "floor" with a MeshCollisionShape provided as the RigidBodyControl's collision shape. * Surface has four slightly concave corners to allow for multiple tests and minimize falling off the edge * of the floor. * * @param assetManager for loading assets * @param floorDimensions width/depth of the "floor" (X/Z) * @param position sets the floor's local translation * @return */ public static Geometry createMeshTestFloor(AssetManager assetManager, float floorDimensions, Vector3f position) { Geometry floor = createTestFloor(assetManager, floorDimensions, position, new ColorRGBA(0.5f, 0.5f, 0.9f, 1)); RigidBodyControl floorControl = new RigidBodyControl(new MeshCollisionShape(floor.getMesh()), 0); floor.addControl(floorControl); return floor; }