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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package jme3test.bullet;
33 
34 import com.jme3.app.SimpleApplication;
35 import com.jme3.bullet.BulletAppState;
36 import com.jme3.bullet.PhysicsSpace;
37 import com.jme3.bullet.collision.shapes.*;
38 import com.jme3.bullet.control.RigidBodyControl;
39 import com.jme3.math.Plane;
40 import com.jme3.math.Vector3f;
41 import com.jme3.scene.Node;
42 import com.jme3.scene.shape.Sphere;
43 
44 /**
45  * This is a basic Test of jbullet-jme functions
46  *
47  * @author normenhansen
48  */
49 public class TestSimplePhysics extends SimpleApplication {
50 
51     private BulletAppState bulletAppState;
52 
main(String[] args)53     public static void main(String[] args) {
54         TestSimplePhysics app = new TestSimplePhysics();
55         app.start();
56     }
57 
58     @Override
simpleInitApp()59     public void simpleInitApp() {
60         bulletAppState = new BulletAppState();
61         stateManager.attach(bulletAppState);
62         bulletAppState.getPhysicsSpace().enableDebug(assetManager);
63 
64         // Add a physics sphere to the world
65         Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
66         physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
67         rootNode.attachChild(physicsSphere);
68         getPhysicsSpace().add(physicsSphere);
69 
70         // Add a physics sphere to the world using the collision shape from sphere one
71         Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
72         physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
73         rootNode.attachChild(physicsSphere2);
74         getPhysicsSpace().add(physicsSphere2);
75 
76         // Add a physics box to the world
77         Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
78         physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
79         physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
80         rootNode.attachChild(physicsBox);
81         getPhysicsSpace().add(physicsBox);
82 
83         // Add a physics cylinder to the world
84         Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
85         physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
86         rootNode.attachChild(physicsCylinder);
87         getPhysicsSpace().add(physicsCylinder);
88 
89         // an obstacle mesh, does not move (mass=0)
90         Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
91         node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
92         rootNode.attachChild(node2);
93         getPhysicsSpace().add(node2);
94 
95         // the floor mesh, does not move (mass=0)
96         Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
97         node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
98         rootNode.attachChild(node3);
99         getPhysicsSpace().add(node3);
100 
101         // Join the physics objects with a Point2Point joint
102 //        PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0));
103 //        PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z);
104 //        getPhysicsSpace().add(joint);
105 
106     }
107 
getPhysicsSpace()108     private PhysicsSpace getPhysicsSpace() {
109         return bulletAppState.getPhysicsSpace();
110     }
111 }
112