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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 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