aboutsummaryrefslogtreecommitdiff
path: root/engine/src/test/jme3test/helloworld/HelloPhysics.java
diff options
context:
space:
mode:
Diffstat (limited to 'engine/src/test/jme3test/helloworld/HelloPhysics.java')
-rw-r--r--engine/src/test/jme3test/helloworld/HelloPhysics.java228
1 files changed, 228 insertions, 0 deletions
diff --git a/engine/src/test/jme3test/helloworld/HelloPhysics.java b/engine/src/test/jme3test/helloworld/HelloPhysics.java
new file mode 100644
index 0000000..7a30cb8
--- /dev/null
+++ b/engine/src/test/jme3test/helloworld/HelloPhysics.java
@@ -0,0 +1,228 @@
+/**
+ * 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.helloworld;
+
+import com.jme3.app.SimpleApplication;
+import com.jme3.asset.TextureKey;
+import com.jme3.bullet.BulletAppState;
+import com.jme3.bullet.control.RigidBodyControl;
+import com.jme3.font.BitmapText;
+import com.jme3.input.MouseInput;
+import com.jme3.input.controls.ActionListener;
+import com.jme3.input.controls.MouseButtonTrigger;
+import com.jme3.material.Material;
+import com.jme3.math.Vector2f;
+import com.jme3.math.Vector3f;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.shape.Box;
+import com.jme3.scene.shape.Sphere;
+import com.jme3.scene.shape.Sphere.TextureMode;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture.WrapMode;
+
+/**
+ * Example 12 - how to give objects physical properties so they bounce and fall.
+ * @author base code by double1984, updated by zathras
+ */
+public class HelloPhysics extends SimpleApplication {
+
+ public static void main(String args[]) {
+ HelloPhysics app = new HelloPhysics();
+ app.start();
+ }
+
+ /** Prepare the Physics Application State (jBullet) */
+ private BulletAppState bulletAppState;
+
+ /** Prepare Materials */
+ Material wall_mat;
+ Material stone_mat;
+ Material floor_mat;
+
+ /** Prepare geometries and physical nodes for bricks and cannon balls. */
+ private RigidBodyControl brick_phy;
+ private static final Box box;
+ private RigidBodyControl ball_phy;
+ private static final Sphere sphere;
+ private RigidBodyControl floor_phy;
+ private static final Box floor;
+
+ /** dimensions used for bricks and wall */
+ private static final float brickLength = 0.48f;
+ private static final float brickWidth = 0.24f;
+ private static final float brickHeight = 0.12f;
+
+ static {
+ /** Initialize the cannon ball geometry */
+ sphere = new Sphere(32, 32, 0.4f, true, false);
+ sphere.setTextureMode(TextureMode.Projected);
+ /** Initialize the brick geometry */
+ box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
+ box.scaleTextureCoordinates(new Vector2f(1f, .5f));
+ /** Initialize the floor geometry */
+ floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);
+ floor.scaleTextureCoordinates(new Vector2f(3, 6));
+ }
+
+ @Override
+ public void simpleInitApp() {
+ /** Set up Physics Game */
+ bulletAppState = new BulletAppState();
+ stateManager.attach(bulletAppState);
+ //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
+ /** Configure cam to look at scene */
+ cam.setLocation(new Vector3f(0, 4f, 6f));
+ cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
+ /** Initialize the scene, materials, inputs, and physics space */
+ initInputs();
+ initMaterials();
+ initWall();
+ initFloor();
+ initCrossHairs();
+ }
+
+ /** Add InputManager action: Left click triggers shooting. */
+ private void initInputs() {
+ inputManager.addMapping("shoot",
+ new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
+ inputManager.addListener(actionListener, "shoot");
+ }
+
+ /**
+ * Every time the shoot action is triggered, a new cannon ball is produced.
+ * The ball is set up to fly from the camera position in the camera direction.
+ */
+ private ActionListener actionListener = new ActionListener() {
+ public void onAction(String name, boolean keyPressed, float tpf) {
+ if (name.equals("shoot") && !keyPressed) {
+ makeCannonBall();
+ }
+ }
+ };
+
+ /** Initialize the materials used in this scene. */
+ public void initMaterials() {
+ wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
+ key.setGenerateMips(true);
+ Texture tex = assetManager.loadTexture(key);
+ wall_mat.setTexture("ColorMap", tex);
+
+ stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
+ key2.setGenerateMips(true);
+ Texture tex2 = assetManager.loadTexture(key2);
+ stone_mat.setTexture("ColorMap", tex2);
+
+ floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+ TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
+ key3.setGenerateMips(true);
+ Texture tex3 = assetManager.loadTexture(key3);
+ tex3.setWrap(WrapMode.Repeat);
+ floor_mat.setTexture("ColorMap", tex3);
+ }
+
+ /** Make a solid floor and add it to the scene. */
+ public void initFloor() {
+ Geometry floor_geo = new Geometry("Floor", floor);
+ floor_geo.setMaterial(floor_mat);
+ floor_geo.setLocalTranslation(0, -0.1f, 0);
+ this.rootNode.attachChild(floor_geo);
+ /* Make the floor physical with mass 0.0f! */
+ floor_phy = new RigidBodyControl(0.0f);
+ floor_geo.addControl(floor_phy);
+ bulletAppState.getPhysicsSpace().add(floor_phy);
+ }
+
+ /** This loop builds a wall out of individual bricks. */
+ public void initWall() {
+ float startpt = brickLength / 4;
+ float height = 0;
+ for (int j = 0; j < 15; j++) {
+ for (int i = 0; i < 6; i++) {
+ Vector3f vt =
+ new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0);
+ makeBrick(vt);
+ }
+ startpt = -startpt;
+ height += 2 * brickHeight;
+ }
+ }
+
+ /** This method creates one individual physical brick. */
+ public void makeBrick(Vector3f loc) {
+ /** Create a brick geometry and attach to scene graph. */
+ Geometry brick_geo = new Geometry("brick", box);
+ brick_geo.setMaterial(wall_mat);
+ rootNode.attachChild(brick_geo);
+ /** Position the brick geometry */
+ brick_geo.setLocalTranslation(loc);
+ /** Make brick physical with a mass > 0.0f. */
+ brick_phy = new RigidBodyControl(2f);
+ /** Add physical brick to physics space. */
+ brick_geo.addControl(brick_phy);
+ bulletAppState.getPhysicsSpace().add(brick_phy);
+ }
+
+ /** This method creates one individual physical cannon ball.
+ * By defaul, the ball is accelerated and flies
+ * from the camera position in the camera direction.*/
+ public void makeCannonBall() {
+ /** Create a cannon ball geometry and attach to scene graph. */
+ Geometry ball_geo = new Geometry("cannon ball", sphere);
+ ball_geo.setMaterial(stone_mat);
+ rootNode.attachChild(ball_geo);
+ /** Position the cannon ball */
+ ball_geo.setLocalTranslation(cam.getLocation());
+ /** Make the ball physcial with a mass > 0.0f */
+ ball_phy = new RigidBodyControl(1f);
+ /** Add physical ball to physics space. */
+ ball_geo.addControl(ball_phy);
+ bulletAppState.getPhysicsSpace().add(ball_phy);
+ /** Accelerate the physcial ball to shoot it. */
+ ball_phy.setLinearVelocity(cam.getDirection().mult(25));
+ }
+
+ /** A plus sign used as crosshairs to help the player with aiming.*/
+ protected void initCrossHairs() {
+ guiNode.detachAllChildren();
+ guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
+ BitmapText ch = new BitmapText(guiFont, false);
+ ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
+ ch.setText("+"); // fake crosshairs :)
+ ch.setLocalTranslation( // center
+ settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
+ settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
+ guiNode.attachChild(ch);
+ }
+}