- made a workaround in PhysicSpace for non native git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7369 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* To change this template, choose Tools | Templates |
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* and open the template in the editor. |
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*/ |
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package jme3test.bullet; |
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import com.jme3.app.SimpleApplication; |
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import com.jme3.bullet.BulletAppState; |
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import com.jme3.bullet.PhysicsSpace; |
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import com.jme3.bullet.collision.shapes.MeshCollisionShape; |
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import com.jme3.bullet.collision.shapes.PlaneCollisionShape; |
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import com.jme3.bullet.collision.shapes.SphereCollisionShape; |
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import com.jme3.bullet.control.RigidBodyControl; |
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import com.jme3.math.Plane; |
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import com.jme3.math.Vector3f; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.shape.Sphere; |
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/** |
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* |
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* @author Nehon |
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*/ |
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public class TestKinematicAddToPhysicsSpaceIssue extends SimpleApplication { |
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public static void main(String[] args) { |
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TestKinematicAddToPhysicsSpaceIssue app = new TestKinematicAddToPhysicsSpaceIssue(); |
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app.start(); |
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} |
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BulletAppState bulletAppState; |
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@Override |
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public void simpleInitApp() { |
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bulletAppState = new BulletAppState(); |
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stateManager.attach(bulletAppState); |
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bulletAppState.getPhysicsSpace().enableDebug(assetManager); |
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// Add a physics sphere to the world
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Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); |
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physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0)); |
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rootNode.attachChild(physicsSphere); |
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//Setting the rigidBody to kinematic before adding it to the physic space
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physicsSphere.getControl(RigidBodyControl.class).setKinematic(true); |
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//adding it to the physic space
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getPhysicsSpace().add(physicsSphere); |
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//Making it not kinematic again, it should fall under gravity, it doesn't
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physicsSphere.getControl(RigidBodyControl.class).setKinematic(false); |
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// Add a physics sphere to the world using the collision shape from sphere one
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Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); |
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physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(5, 6, 0)); |
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rootNode.attachChild(physicsSphere2); |
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//Adding the rigid body to physic space
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getPhysicsSpace().add(physicsSphere2); |
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//making it kinematic
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physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false); |
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//Making it not kinematic again, it works properly, the rigidbody is affected by grvity.
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physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false); |
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// an obstacle mesh, does not move (mass=0)
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Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0); |
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node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f)); |
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rootNode.attachChild(node2); |
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getPhysicsSpace().add(node2); |
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// the floor mesh, does not move (mass=0)
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Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0); |
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node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); |
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rootNode.attachChild(node3); |
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getPhysicsSpace().add(node3); |
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} |
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private PhysicsSpace getPhysicsSpace() { |
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return bulletAppState.getPhysicsSpace(); |
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} |
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} |
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