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 TestLocalPhysics extends SimpleApplication { 50 51 private BulletAppState bulletAppState; 52 main(String[] args)53 public static void main(String[] args) { 54 TestLocalPhysics app = new TestLocalPhysics(); 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 physicsSphere.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 68 rootNode.attachChild(physicsSphere); 69 getPhysicsSpace().add(physicsSphere); 70 71 // Add a physics sphere to the world using the collision shape from sphere one 72 Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1); 73 physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0)); 74 physicsSphere2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 75 rootNode.attachChild(physicsSphere2); 76 getPhysicsSpace().add(physicsSphere2); 77 78 // Add a physics box to the world 79 Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1); 80 physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f); 81 physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f)); 82 physicsBox.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 83 rootNode.attachChild(physicsBox); 84 getPhysicsSpace().add(physicsBox); 85 86 // Add a physics cylinder to the world 87 Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1); 88 physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0)); 89 physicsCylinder.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 90 rootNode.attachChild(physicsCylinder); 91 getPhysicsSpace().add(physicsCylinder); 92 93 // an obstacle mesh, does not move (mass=0) 94 Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0); 95 node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f)); 96 node2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 97 rootNode.attachChild(node2); 98 getPhysicsSpace().add(node2); 99 100 // the floor mesh, does not move (mass=0) 101 Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0); 102 node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); 103 node3.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true); 104 rootNode.attachChild(node3); 105 getPhysicsSpace().add(node3); 106 107 // Join the physics objects with a Point2Point joint 108 // PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0)); 109 // PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z); 110 // getPhysicsSpace().add(joint); 111 112 } 113 114 @Override simpleUpdate(float tpf)115 public void simpleUpdate(float tpf) { 116 rootNode.rotate(tpf, 0, 0); 117 } 118 getPhysicsSpace()119 private PhysicsSpace getPhysicsSpace() { 120 return bulletAppState.getPhysicsSpace(); 121 } 122 } 123