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152 lines
6.1 KiB
152 lines
6.1 KiB
/*
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* Copyright (c) 2009-2012 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.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.BoxCollisionShape;
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import com.jme3.bullet.collision.shapes.MeshCollisionShape;
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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.input.MouseInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.MouseButtonTrigger;
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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.renderer.RenderManager;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.shape.Box;
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import com.jme3.scene.shape.Sphere;
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import com.jme3.scene.shape.Sphere.TextureMode;
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/**
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*
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* @author normenhansen
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*/
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public class TestCcd extends SimpleApplication implements ActionListener {
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private Material mat;
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private Material mat2;
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private Sphere bullet;
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private SphereCollisionShape bulletCollisionShape;
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private BulletAppState bulletAppState;
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public static void main(String[] args) {
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TestCcd app = new TestCcd();
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app.start();
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}
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private void setupKeys() {
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inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
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inputManager.addMapping("shoot2", new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
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inputManager.addListener(this, "shoot");
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inputManager.addListener(this, "shoot2");
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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.setDebugEnabled(true);
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bullet = new Sphere(32, 32, 0.4f, true, false);
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bullet.setTextureMode(TextureMode.Projected);
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bulletCollisionShape = new SphereCollisionShape(0.1f);
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setupKeys();
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mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
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mat.getAdditionalRenderState().setWireframe(true);
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mat.setColor("Color", ColorRGBA.Green);
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mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
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mat2.getAdditionalRenderState().setWireframe(true);
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mat2.setColor("Color", ColorRGBA.Red);
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// An obstacle mesh, does not move (mass=0)
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Node node2 = new Node();
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node2.setName("mesh");
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node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f));
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node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(4, 4, 0.1f)), 0));
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rootNode.attachChild(node2);
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getPhysicsSpace().add(node2);
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// The floor, does not move (mass=0)
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Node node3 = new Node();
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node3.setLocalTranslation(new Vector3f(0f, -6, 0f));
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node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0));
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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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@Override
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public void simpleUpdate(float tpf) {
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//TODO: add update code
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}
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@Override
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public void simpleRender(RenderManager rm) {
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//TODO: add render code
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}
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public void onAction(String binding, boolean value, float tpf) {
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if (binding.equals("shoot") && !value) {
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Geometry bulletg = new Geometry("bullet", bullet);
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bulletg.setMaterial(mat);
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bulletg.setName("bullet");
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bulletg.setLocalTranslation(cam.getLocation());
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bulletg.setShadowMode(ShadowMode.CastAndReceive);
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bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
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bulletg.getControl(RigidBodyControl.class).setCcdMotionThreshold(0.1f);
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bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
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rootNode.attachChild(bulletg);
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getPhysicsSpace().add(bulletg);
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} else if (binding.equals("shoot2") && !value) {
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Geometry bulletg = new Geometry("bullet", bullet);
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bulletg.setMaterial(mat2);
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bulletg.setName("bullet");
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bulletg.setLocalTranslation(cam.getLocation());
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bulletg.setShadowMode(ShadowMode.CastAndReceive);
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bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
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bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
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rootNode.attachChild(bulletg);
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getPhysicsSpace().add(bulletg);
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}
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}
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}
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