com.jme3.bullet.collision.shapes.SphereCollisionShape Java Examples

The following examples show how to use com.jme3.bullet.collision.shapes.SphereCollisionShape. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: TestAttachGhostObject.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
public void setupJoint() {
    Node holderNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.1f, .1f, .1f)), 0);
    holderNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, 0, 0f));
    rootNode.attachChild(holderNode);
    getPhysicsSpace().add(holderNode);

    Node hammerNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 1);
    hammerNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -1, 0f));
    rootNode.attachChild(hammerNode);
    getPhysicsSpace().add(hammerNode);

    //immovable
    collisionNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 0);
    collisionNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(1.8f, 0, 0f));
    rootNode.attachChild(collisionNode);
    getPhysicsSpace().add(collisionNode);

    //ghost node
    ghostControl = new GhostControl(new SphereCollisionShape(0.7f));

    hammerNode.addControl(ghostControl);
    getPhysicsSpace().add(ghostControl);

    joint = new HingeJoint(holderNode.getControl(RigidBodyControl.class), hammerNode.getControl(RigidBodyControl.class), Vector3f.ZERO, new Vector3f(0f, -1, 0f), Vector3f.UNIT_Z, Vector3f.UNIT_Z);
    getPhysicsSpace().add(joint);
}
 
Example #2
Source File: TestBrickWall.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
public void onAction(String name, boolean keyPressed, float tpf) {
            if (name.equals("shoot") && !keyPressed) {
                Geometry bulletg = new Geometry("bullet", bullet);
                bulletg.setMaterial(mat2);
                bulletg.setShadowMode(ShadowMode.CastAndReceive);
                bulletg.setLocalTranslation(cam.getLocation());
                
                SphereCollisionShape bulletCollisionShape = new SphereCollisionShape(0.4f);
                RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
//                RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
                bulletNode.setLinearVelocity(cam.getDirection().mult(25));
                bulletg.addControl(bulletNode);
                rootNode.attachChild(bulletg);
                getPhysicsSpace().add(bulletNode);
            }
            if (name.equals("gc") && !keyPressed) {
                System.gc();
            }
        }
 
Example #3
Source File: WorldOfInception.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@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 #4
Source File: TestBrickTower.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
public void simpleInitApp() {
    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);
}
 
Example #5
Source File: TestAttachGhostObject.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
public void setupJoint() {
    Node holderNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.1f, .1f, .1f)), 0);
    holderNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, 0, 0f));
    rootNode.attachChild(holderNode);
    getPhysicsSpace().add(holderNode);

    Node hammerNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 1);
    hammerNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -1, 0f));
    rootNode.attachChild(hammerNode);
    getPhysicsSpace().add(hammerNode);

    //immovable
    collisionNode = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 0);
    collisionNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(1.8f, 0, 0f));
    rootNode.attachChild(collisionNode);
    getPhysicsSpace().add(collisionNode);

    //ghost node
    ghostControl = new GhostControl(new SphereCollisionShape(0.7f));

    hammerNode.addControl(ghostControl);
    getPhysicsSpace().add(ghostControl);

    joint = new HingeJoint(holderNode.getControl(RigidBodyControl.class), hammerNode.getControl(RigidBodyControl.class), Vector3f.ZERO, new Vector3f(0f, -1, 0f), Vector3f.UNIT_Z, Vector3f.UNIT_Z);
    getPhysicsSpace().add(joint);
}
 
Example #6
Source File: TestIssue918.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
public void simpleInitApp() {
    CollisionShape capsule = new SphereCollisionShape(1f);
    PhysicsRigidBody body1 = new PhysicsRigidBody(capsule, 1f);
    PhysicsRigidBody body2 = new PhysicsRigidBody(capsule, 1f);
    Vector3f pivot1 = new Vector3f();
    Vector3f pivot2 = new Vector3f();
    Point2PointJoint joint
            = new Point2PointJoint(body1, body2, pivot1, pivot2);

    joint.setImpulseClamp(42f);
    joint.setTau(99f);

    if (joint.getImpulseClamp() != 42f) {
        throw new RuntimeException();
    }
    if (joint.getTau() != 99f) {
        throw new RuntimeException();
    }

    stop();
}
 
Example #7
Source File: TestBrickWall.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
        public void onAction(String name, boolean keyPressed, float tpf) {
            if (name.equals("shoot") && !keyPressed) {
                Geometry bulletg = new Geometry("bullet", bullet);
                bulletg.setMaterial(mat2);
                bulletg.setShadowMode(ShadowMode.CastAndReceive);
                bulletg.setLocalTranslation(cam.getLocation());
                
                SphereCollisionShape bulletCollisionShape = new SphereCollisionShape(0.4f);
                RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
//                RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
                bulletNode.setLinearVelocity(cam.getDirection().mult(25));
                bulletg.addControl(bulletNode);
                rootNode.attachChild(bulletg);
                getPhysicsSpace().add(bulletNode);
            }
            if (name.equals("gc") && !keyPressed) {
                System.gc();
            }
        }
 
Example #8
Source File: TestCcd.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@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 #9
Source File: TestCollisionGroups.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@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 #10
Source File: TestWalkingChar.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
private void prepareBullet() {
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    matBullet = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    matBullet.setColor("Color", ColorRGBA.Green);
    matBullet.setColor("m_GlowColor", ColorRGBA.Green);
    getPhysicsSpace().addCollisionListener(this);
}
 
Example #11
Source File: TestBrickWall.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    
    bulletAppState = new BulletAppState();
    bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
    stateManager.attach(bulletAppState);

    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
    brick.scaleTextureCoordinates(new Vector2f(1f, .5f));

    initMaterial();
    initWall();
    initFloor();
    initCrossHairs();
    this.cam.setLocation(new Vector3f(0, 6f, 6f));
    cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
    cam.setFrustumFar(15);
    inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    inputManager.addListener(actionListener, "shoot");
    inputManager.addMapping("gc", new KeyTrigger(KeyInput.KEY_X));
    inputManager.addListener(actionListener, "gc");

    rootNode.setShadowMode(ShadowMode.Off);
    bsr = new BasicShadowRenderer(assetManager, 256);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    viewPort.addProcessor(bsr);
}
 
Example #12
Source File: TestCollisionListener.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@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(0.4f);

    PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
    PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());

    // add ourselves as collision listener
    getPhysicsSpace().addCollisionListener(this);
}
 
Example #13
Source File: TestCollisionListener.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@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(0.4f);

    PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
    PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());

    // add ourselves as collision listener
    getPhysicsSpace().addCollisionListener(this);
}
 
Example #14
Source File: TestBrickWall.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    
    bulletAppState = new BulletAppState();
    bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
    stateManager.attach(bulletAppState);

    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    brick = new Box(bLength, bHeight, bWidth);
    brick.scaleTextureCoordinates(new Vector2f(1f, .5f));

    initMaterial();
    initWall();
    initFloor();
    initCrossHairs();
    this.cam.setLocation(new Vector3f(0, 6f, 6f));
    cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
    cam.setFrustumFar(15);
    inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
    inputManager.addListener(actionListener, "shoot");
    inputManager.addMapping("gc", new KeyTrigger(KeyInput.KEY_X));
    inputManager.addListener(actionListener, "gc");

    rootNode.setShadowMode(ShadowMode.Off);
}
 
Example #15
Source File: TestIssue970.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    assetManager.registerLocator(".", FileLocator.class);

    CollisionShape shape = new SphereCollisionShape(1f);
    RigidBodyControl rbc = new RigidBodyControl(shape, 1f);
    setParameters(rbc);
    verifyParameters(rbc);
    RigidBodyControl rbcCopy = (RigidBodyControl) saveThenLoad(rbc);
    verifyParameters(rbcCopy);

    stop();
}
 
Example #16
Source File: TestWalkingChar.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
private void prepareBullet() {
    bullet = new Sphere(32, 32, 0.4f, true, false);
    bullet.setTextureMode(TextureMode.Projected);
    bulletCollisionShape = new SphereCollisionShape(0.4f);
    matBullet = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
    matBullet.setColor("Color", ColorRGBA.Green);
    matBullet.setColor("GlowColor", ColorRGBA.Green);
    getPhysicsSpace().addCollisionListener(this);
}
 
Example #17
Source File: TestCcd.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@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 #18
Source File: TestCollisionGroups.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@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 #19
Source File: TestBrickTower.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    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(Vector3f.ZERO, 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);
    bsr = new PssmShadowRenderer(assetManager, 1024, 2);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    bsr.setLambda(0.55f);
    bsr.setShadowIntensity(0.6f);
    bsr.setCompareMode(CompareMode.Hardware);
    bsr.setFilterMode(FilterMode.PCF4);
    viewPort.addProcessor(bsr);
}
 
Example #20
Source File: TestBatchNodeTower.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
@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(Vector3f.ZERO, 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);
    
    
    bsr = new PssmShadowRenderer(assetManager, 1024, 2);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    bsr.setLambda(0.55f);
    bsr.setShadowIntensity(0.6f);
    bsr.setCompareMode(CompareMode.Hardware);
    bsr.setFilterMode(FilterMode.PCF4);
    viewPort.addProcessor(bsr);   
}
 
Example #21
Source File: TestIssue919.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    CollisionShape capsule = new SphereCollisionShape(1f);
    PhysicsRigidBody body1 = new PhysicsRigidBody(capsule, 1f);
    PhysicsRigidBody body2 = new PhysicsRigidBody(capsule, 1f);
    Vector3f pivot1 = new Vector3f();
    Vector3f pivot2 = new Vector3f();
    SixDofJoint joint = new SixDofJoint(body1, body2, pivot1, pivot2, true);

    joint.getTranslationalLimitMotor().getLimitSoftness();

    stop();
}
 
Example #22
Source File: TestIssue889.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
@Override
public void simpleInitApp() {
    flyCam.setEnabled(false);

    BulletAppState bulletAppState = new BulletAppState();
    bulletAppState.setDebugEnabled(true);
    bulletAppState.setSpeed(0f);
    stateManager.attach(bulletAppState);
    PhysicsSpace space = bulletAppState.getPhysicsSpace();

    float radius = 1f;
    CollisionShape sphere = new SphereCollisionShape(radius);
    CollisionShape box = new BoxCollisionShape(Vector3f.UNIT_XYZ);

    RigidBodyControl rbc = new RigidBodyControl(box);
    rbc.setEnabled(false);
    rbc.setPhysicsSpace(space);
    rootNode.addControl(rbc);

    BetterCharacterControl bcc = new BetterCharacterControl(radius, 4f, 1f);
    bcc.setEnabled(false);
    bcc.setPhysicsSpace(space);
    rootNode.addControl(bcc);

    GhostControl gc = new GhostControl(sphere);
    gc.setEnabled(false);
    gc.setPhysicsSpace(space);
    rootNode.addControl(gc);
}
 
Example #23
Source File: TestQ3.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
public void simpleInitApp() {
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    flyCam.setMoveSpeed(100);
    setupKeys();

    this.cam.setFrustumFar(2000);

    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.White.clone().multLocal(2));
    dl.setDirection(new Vector3f(-1, -1, -1).normalize());
    rootNode.addLight(dl);

    AmbientLight am = new AmbientLight();
    am.setColor(ColorRGBA.White.mult(2));
    rootNode.addLight(am);

    // load the level from zip or http zip
    if (useHttp) {
        assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/quake3level.zip", HttpZipLocator.class.getName());
    } else {
        assetManager.registerLocator("quake3level.zip", ZipLocator.class.getName());
    }

    // create the geometry and attach it
    MaterialList matList = (MaterialList) assetManager.loadAsset("Scene.material");
    OgreMeshKey key = new OgreMeshKey("main.meshxml", matList);
    gameLevel = (Node) assetManager.loadAsset(key);
    gameLevel.setLocalScale(0.1f);

    // add a physics control, it will generate a MeshCollisionShape based on the gameLevel
    gameLevel.addControl(new RigidBodyControl(0));

    player = new PhysicsCharacter(new SphereCollisionShape(5), .01f);
    player.setJumpSpeed(20);
    player.setFallSpeed(30);
    player.setGravity(30);

    player.setPhysicsLocation(new Vector3f(60, 10, -60));

    rootNode.attachChild(gameLevel);

    getPhysicsSpace().addAll(gameLevel);
    getPhysicsSpace().add(player);
}
 
Example #24
Source File: TestLocalPhysics.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@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 #25
Source File: SphereCollisionShapeTreeNode.java    From jmonkeybuilder with Apache License 2.0 4 votes vote down vote up
public SphereCollisionShapeTreeNode(@NotNull final SphereCollisionShape element, final long objectId) {
    super(element, objectId);
}
 
Example #26
Source File: TestBatchedTower.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@Override
public void simpleInitApp() {
    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(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);
    brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
  //  bulletAppState.getPhysicsSpace().enableDebug(assetManager);
    initMaterial();
    initTower();
    initFloor();
    initCrossHairs();

    List<BatchedGeometry> bgs = batch.batch(geoms);
    for (BatchedGeometry bg : bgs) {
        RigidBodyControl rb = new RigidBodyControl(1.5f);
        rb.setCollisionShape(new BoxCollisionShape(new Vector3f(brick.getXExtent(), brick.getYExtent(), brick.getZExtent())));
        rb.setFriction(1.6f);
        bg.addControl(rb);
        this.getPhysicsSpace().add(bg);
    }

    batch.setMaterial(mat);
    batch.setShadowMode(ShadowMode.CastAndReceive);

    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);
    bsr = new PssmShadowRenderer(assetManager, 1024, 2);
    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
    bsr.setLambda(0.50f);
    bsr.setShadowIntensity(0.6f);
    bsr.setCompareMode(CompareMode.Hardware);
    bsr.setFilterMode(FilterMode.PCF4);
    viewPort.addProcessor(bsr);
    flyCam.setMoveSpeed(50);
    rootNode.attachChild(batch);
}
 
Example #27
Source File: TestKinematicAddToPhysicsSpaceIssue.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@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 #28
Source File: BombControl.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
protected void createGhostObject() {
    ghostObject = new PhysicsGhostObject(new SphereCollisionShape(explosionRadius));
}
 
Example #29
Source File: TestPhysicsReadWrite.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@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 #30
Source File: TestSimplePhysics.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@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);

    }