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107 lines
4.7 KiB
107 lines
4.7 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.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.setDebugEnabled(true);
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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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