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119 lines
4.8 KiB
119 lines
4.8 KiB
/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package jme3test.bullet;
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import com.jme3.app.Application;
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import com.jme3.bullet.BulletAppState;
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import com.jme3.app.SimpleApplication;
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import com.jme3.bullet.PhysicsSpace;
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import com.jme3.bullet.collision.shapes.BoxCollisionShape;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.bullet.control.GhostControl;
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import com.jme3.bullet.control.RigidBodyControl;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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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.Box;
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/**
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*
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* @author tim8dev [at] gmail [dot com]
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*/
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public class TestGhostObject extends SimpleApplication {
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private BulletAppState bulletAppState;
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private GhostControl ghostControl;
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public static void main(String[] args) {
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Application app = new TestGhostObject();
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app.start();
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}
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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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// Mesh to be shared across several boxes.
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Box boxGeom = new Box(Vector3f.ZERO, 1f, 1f, 1f);
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// CollisionShape to be shared across several boxes.
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CollisionShape shape = new BoxCollisionShape(new Vector3f(1, 1, 1));
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Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1);
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physicsBox.setName("box0");
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physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
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rootNode.attachChild(physicsBox);
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getPhysicsSpace().add(physicsBox);
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Node physicsBox1 = PhysicsTestHelper.createPhysicsTestNode(assetManager, shape, 1);
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physicsBox1.setName("box1");
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physicsBox1.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0, 40, 0));
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rootNode.attachChild(physicsBox1);
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getPhysicsSpace().add(physicsBox1);
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Node physicsBox2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
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physicsBox2.setName("box0");
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physicsBox2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.5f, 80, -.8f));
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rootNode.attachChild(physicsBox2);
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getPhysicsSpace().add(physicsBox2);
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// the floor, does not move (mass=0)
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Node node = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(100, 1, 100)), 0);
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node.setName("floor");
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node.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
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rootNode.attachChild(node);
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getPhysicsSpace().add(node);
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initGhostObject();
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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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private void initGhostObject() {
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Vector3f halfExtents = new Vector3f(3, 4.2f, 1);
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ghostControl = new GhostControl(new BoxCollisionShape(halfExtents));
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Node node=new Node("Ghost Object");
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node.addControl(ghostControl);
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rootNode.attachChild(node);
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getPhysicsSpace().add(ghostControl);
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}
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@Override
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public void simpleUpdate(float tpf) {
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fpsText.setText("Overlapping objects: " + ghostControl.getOverlappingObjects().toString());
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}
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}
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