本文整理汇总了Java中com.jme3.bullet.collision.shapes.PlaneCollisionShape类的典型用法代码示例。如果您正苦于以下问题:Java PlaneCollisionShape类的具体用法?Java PlaneCollisionShape怎么用?Java PlaneCollisionShape使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PlaneCollisionShape类属于com.jme3.bullet.collision.shapes包,在下文中一共展示了PlaneCollisionShape类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
//Add some entities
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))),
new Name("floor"));
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,10,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape(),
new Name("box1"));
EntityId box2 = entityData.createEntity();
entityData.setComponents(box2,
new RigidBody(false, 0),
new BoxShape(),
new Name("box2"));
entityData.setComponent(box, new Force(new Vector3f(100,100,100), new Vector3f()));
colliding = entityData.getEntities(Collision.class, Name.class);
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:27,代码来源:CollisionExample.java
示例2: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
//Same setup as in BasicExample
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,0,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape());
//Add two custom impulses. They are only applied once. You could play with the values..
entityData.setComponent(box, new CombinedImpulses(new Vector3f(100, 0,0), new Vector3f()));
//for the second one we have to update the CombinedImpulses component.
entityData.setComponent(box, entityData.getComponent(box, CombinedImpulses.class).addImpulse(new Vector3f(-150, 0, 0), new Vector3f()));
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
});
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:27,代码来源:CombinedImpulsesExample.java
示例3: loadLevel
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
public void loadLevel() {
worldRoot = (Node) assetManager.loadModel("Scenes/PillarArena.j3o");
// worldRoot = (Node) assetManager.loadModel(
// "Scenes/LavaArenaWithFogWalls.j3o");
fakeWorldRoot = new Node("fake-world-root");
RigidBodyControl physics = new RigidBodyControl(
new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y, 0)), 0);
physics.setFriction(1f);
physics.setRestitution(0f);
physics.setCollideWithGroups(CollisionGroups.NONE);
worldRoot.getChild("Ground").addControl(physics);
// Spatial groundGeom = worldRoot.getChild("GroundGeom");
// LodControl lod = groundGeom.getControl(LodControl.class);
//
// if (lod == null) {
// lod = new LodControl();
// groundGeom.addControl(lod);
// lod.setTrisPerPixel(0);
// }
worldRoot.setName("world-root");
arena.readWorld(this, assetManager);
}
开发者ID:TripleSnail,项目名称:Arkhados,代码行数:27,代码来源:World.java
示例4: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
System.out.println("Press and hold SPACE to move box up!");
//Add some entities
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,10,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape());
EntityId box2 = entityData.createEntity();
entityData.setComponents(box2,
new RigidBody(false, 0),
new BoxShape());
getInputManager().addMapping("Push", new KeyTrigger(KeyInput.KEY_SPACE));
getInputManager().addListener((AnalogListener) (name, time, tpf) -> {
//100 Newton are needed to lift the box up against the gravity (10kg * 9.81m/s^2 < 100N)
entityData.setComponent(box, new Force(new Vector3f(0,100,0), new Vector3f()));
}, "Push");
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:28,代码来源:InputExample.java
示例5: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
getCamera().setLocation(new Vector3f(-5.6461415f, -0.026447738f, 5.5127993f));
getCamera().setAxes(new Vector3f(-0.6044954f, 4.827976E-6f, -0.7966085f),
new Vector3f(-0.19503751f, 0.9695639f, 0.14800741f),
new Vector3f(0.7723636f, 0.24483837f, -0.5860959f));
//Add some entities
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,10,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape());
EntityId box2 = entityData.createEntity();
entityData.setComponents(box2,
new RigidBody(false, 0),
new BoxShape());
EntityId ghost = entityData.createEntity();
entityData.setComponents(ghost,
new SphereShape(1f),
new GhostObject());
//apply some force at the beginning
entityData.setComponent(box, new Force(new Vector3f(100,100,100), new Vector3f()));
ghostEntity = entityData.watchEntity(ghost, Collision.class);
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:35,代码来源:GhostObjectExample.java
示例6: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
//Same setup as in BasicExample
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,10,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape());
//Add two custom forces. You could play with the values..
entityData.setComponents(box, new PushForce(10), new PullForce(10));
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
//register the component definitions to make the physics system aware of them
esBulletState.getBulletSystem().getForceSystem().registerForce(PullForce.class);
esBulletState.getBulletSystem().getForceSystem().registerForce(PushForce.class);
});
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:28,代码来源:CustomForceExample.java
示例7: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new Friction(0),
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new Friction(0),
new WarpPosition(new Vector3f(0,1,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape(),
new WarpVelocity(new Vector3f(1,0,0), new Vector3f()));
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
});
getInputManager().addMapping("JUMP", new KeyTrigger(KeyInput.KEY_SPACE));
getInputManager().addListener((ActionListener) (name, isPressed, tpf) -> {
if(isPressed){
entityData.setComponent(box, new Impulse(new Vector3f(0, 20,0), new Vector3f()));
}
}, "JUMP");
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:30,代码来源:VelocityImpulseTest.java
示例8: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
//Add some entities
//This should be a rigid body with mass 0 and it should be dynamic (not kinematic).
//The definition is the same as in bullet.
//Every rigid body needs a collision shape. There exists no shape component for
//planes yet. As a consequence we have to create a CustomShape component and attach
//a PlaneCollisionShape to it. There is a factory in the background which converts this
//collision shapes automatically to rigid objects. This collision shape could be very heavy (e.g. Terrain).
//To circumvent this situation you could attach a custom factory and use small definition
//objects. Examples concerning custom shape factories and more shape components will come.
EntityId plane = entityData.createEntity();
entityData.setComponents(plane,
new RigidBody(false, 0),
new CustomShape(new PlaneCollisionShape(new Plane(Vector3f.UNIT_Y.clone(), 0))));
//Here a simple box is created. The box should fall down and therefore it has a mass of 10kg.
//It will be spawned at the WarpPosition. The shape is a simple box with size 1x1x1m.
EntityId box = entityData.createEntity();
entityData.setComponents(box,
new WarpPosition(new Vector3f(0,10,0), Quaternion.DIRECTION_Z.clone()),
new RigidBody(false, 10),
new BoxShape());
//This is nearly the same as above. The box is spawned at (0,0,0) and it will be static
//because it has no mass. It will have the same size as the other box because the half extents are
//equal to the default ones.
EntityId box2 = entityData.createEntity();
entityData.setComponents(box2,
new RigidBody(false, 0),
new BoxShape(new Vector3f(0.5f, 0.5f, 0.5f)));
//We could add a little force at the beginning to push the falling box slightly away.
//The force is 10m/s^2 in each direction because the mass of the box is 10kg.
//uncomment this line and notice the difference
//entityData.setComponent(box, new Force(new Vector3f(100,100,100), new Vector3f()));
//As you can see the whole system works unnoticeable in the background.
//You add components and read components (e.g. PhysicsPosition) and you don't need to care anymore
//how the physics is processed. Of course the physics system is accessible and
//modifiable if you have advanced needs.
//To see something we have to attach the bullet debug view. I didn't spend time to add fancy objects
//which made things more complicated but there is a fancy debug view.
//This is a very dirty way to attach the bullet debug view but we have to wait until
//the ESBulletState is initialized. The task is called right after initialization of the esBulletState.
ESBulletState esBulletState = stateManager.getState(ESBulletState.class);
esBulletState.onInitialize(() -> {
//Add Debug State to debug physics
//As you see there are getters for physics space and so on.
BulletDebugAppState debugAppState = new BulletDebugAppState(esBulletState.getPhysicsSpace());
getStateManager().attach(debugAppState);
});
}
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:56,代码来源:BasicExample.java
示例9: PlaneCollisionShapeTreeNode
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
public PlaneCollisionShapeTreeNode(@NotNull final PlaneCollisionShape element, final long objectId) {
super(element, objectId);
}
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:4,代码来源:PlaneCollisionShapeTreeNode.java
示例10: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// Add a physics sphere to the world
Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
rootNode.attachChild(physicsSphere);
getPhysicsSpace().add(physicsSphere);
// Add a physics sphere to the world using the collision shape from sphere one
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
rootNode.attachChild(physicsSphere2);
getPhysicsSpace().add(physicsSphere2);
// Add a physics box to the world
Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
rootNode.attachChild(physicsBox);
getPhysicsSpace().add(physicsBox);
// Add a physics cylinder to the world
Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
rootNode.attachChild(physicsCylinder);
getPhysicsSpace().add(physicsCylinder);
// an obstacle mesh, does not move (mass=0)
Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor mesh, does not move (mass=0)
Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
// Join the physics objects with a Point2Point joint
// PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0));
// PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z);
// getPhysicsSpace().add(joint);
}
开发者ID:mleoking,项目名称:PhET,代码行数:50,代码来源:TestSimplePhysics.java
示例11: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
physicsRootNode=new Node("PhysicsRootNode");
rootNode.attachChild(physicsRootNode);
// Add a physics sphere to the world
Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
rootNode.attachChild(physicsSphere);
getPhysicsSpace().add(physicsSphere);
// Add a physics sphere to the world using the collision shape from sphere one
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
rootNode.attachChild(physicsSphere2);
getPhysicsSpace().add(physicsSphere2);
// Add a physics box to the world
Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
rootNode.attachChild(physicsBox);
getPhysicsSpace().add(physicsBox);
// Add a physics cylinder to the world
Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
rootNode.attachChild(physicsCylinder);
getPhysicsSpace().add(physicsCylinder);
// an obstacle mesh, does not move (mass=0)
Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor mesh, does not move (mass=0)
Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
// Join the physics objects with a Point2Point joint
HingeJoint joint=new HingeJoint(physicsSphere.getControl(RigidBodyControl.class), physicsBox.getControl(RigidBodyControl.class), new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z);
getPhysicsSpace().add(joint);
//save and load the physicsRootNode
try {
//remove all physics objects from physics space
getPhysicsSpace().removeAll(physicsRootNode);
physicsRootNode.removeFromParent();
//export to byte array
ByteArrayOutputStream bout=new ByteArrayOutputStream();
BinaryExporter.getInstance().save(physicsRootNode, bout);
//import from byte array
ByteArrayInputStream bin=new ByteArrayInputStream(bout.toByteArray());
BinaryImporter imp=BinaryImporter.getInstance();
imp.setAssetManager(assetManager);
Node newPhysicsRootNode=(Node)imp.load(bin);
//add all physics objects to physics space
getPhysicsSpace().addAll(newPhysicsRootNode);
rootNode.attachChild(newPhysicsRootNode);
} catch (IOException ex) {
Logger.getLogger(TestPhysicsReadWrite.class.getName()).log(Level.SEVERE, null, ex);
}
}
开发者ID:mleoking,项目名称:PhET,代码行数:71,代码来源:TestPhysicsReadWrite.java
示例12: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// Add a physics sphere to the world
Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
rootNode.attachChild(physicsSphere);
//Setting the rigidBody to kinematic before adding it to the physic space
physicsSphere.getControl(RigidBodyControl.class).setKinematic(true);
//adding it to the physic space
getPhysicsSpace().add(physicsSphere);
//Making it not kinematic again, it should fall under gravity, it doesn't
physicsSphere.getControl(RigidBodyControl.class).setKinematic(false);
// Add a physics sphere to the world using the collision shape from sphere one
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(5, 6, 0));
rootNode.attachChild(physicsSphere2);
//Adding the rigid body to physic space
getPhysicsSpace().add(physicsSphere2);
//making it kinematic
physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
//Making it not kinematic again, it works properly, the rigidbody is affected by grvity.
physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false);
// an obstacle mesh, does not move (mass=0)
Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor mesh, does not move (mass=0)
Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
}
开发者ID:mleoking,项目名称:PhET,代码行数:46,代码来源:TestKinematicAddToPhysicsSpaceIssue.java
示例13: simpleInitApp
import com.jme3.bullet.collision.shapes.PlaneCollisionShape; //导入依赖的package包/类
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// Add a physics sphere to the world
Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1);
physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0));
physicsSphere.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(physicsSphere);
getPhysicsSpace().add(physicsSphere);
// Add a physics sphere to the world using the collision shape from sphere one
Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, physicsSphere.getControl(RigidBodyControl.class).getCollisionShape(), 1);
physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(4, 8, 0));
physicsSphere2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(physicsSphere2);
getPhysicsSpace().add(physicsSphere2);
// Add a physics box to the world
Node physicsBox = PhysicsTestHelper.createPhysicsTestNode(assetManager, new BoxCollisionShape(new Vector3f(1, 1, 1)), 1);
physicsBox.getControl(RigidBodyControl.class).setFriction(0.1f);
physicsBox.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(.6f, 4, .5f));
physicsBox.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(physicsBox);
getPhysicsSpace().add(physicsBox);
// Add a physics cylinder to the world
Node physicsCylinder = PhysicsTestHelper.createPhysicsTestNode(assetManager, new CylinderCollisionShape(new Vector3f(1f, 1f, 1.5f)), 1);
physicsCylinder.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2, 2, 0));
physicsCylinder.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(physicsCylinder);
getPhysicsSpace().add(physicsCylinder);
// an obstacle mesh, does not move (mass=0)
Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0);
node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f));
node2.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// the floor mesh, does not move (mass=0)
Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0);
node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f));
node3.getControl(RigidBodyControl.class).setApplyPhysicsLocal(true);
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
// Join the physics objects with a Point2Point joint
// PhysicsPoint2PointJoint joint=new PhysicsPoint2PointJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0));
// PhysicsHingeJoint joint=new PhysicsHingeJoint(physicsSphere, physicsBox, new Vector3f(-2,0,0), new Vector3f(2,0,0), Vector3f.UNIT_Z,Vector3f.UNIT_Z);
// getPhysicsSpace().add(joint);
}
开发者ID:mleoking,项目名称:PhET,代码行数:56,代码来源:TestLocalPhysics.java
注:本文中的com.jme3.bullet.collision.shapes.PlaneCollisionShape类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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