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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+package jme3test.bullet;
+
+import com.jme3.app.SimpleApplication;
+import com.jme3.bullet.BulletAppState;
+import com.jme3.bullet.PhysicsSpace;
+import com.jme3.bullet.collision.shapes.*;
+import com.jme3.bullet.control.RigidBodyControl;
+import com.jme3.math.Plane;
+import com.jme3.math.Vector3f;
+import com.jme3.scene.Node;
+import com.jme3.scene.shape.Sphere;
+
+/**
+ * This is a basic Test of jbullet-jme functions
+ *
+ * @author normenhansen
+ */
+public class TestLocalPhysics extends SimpleApplication {
+
+ private BulletAppState bulletAppState;
+
+ public static void main(String[] args) {
+ TestLocalPhysics app = new TestLocalPhysics();
+ app.start();
+ }
+
+ @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);
+
+ }
+
+ @Override
+ public void simpleUpdate(float tpf) {
+ rootNode.rotate(tpf, 0, 0);
+ }
+
+ private PhysicsSpace getPhysicsSpace() {
+ return bulletAppState.getPhysicsSpace();
+ }
+}