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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
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* met:
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* * Redistributions of source code must retain the above copyright
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*
* * Redistributions in binary form must reproduce the above copyright
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* documentation and/or other materials provided with the distribution.
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* 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
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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package jme3test.bullet;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.MeshCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
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.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
/**
*
* @author normenhansen
*/
public class TestCcd extends SimpleApplication implements ActionListener {
private Material mat;
private Material mat2;
private Sphere bullet;
private SphereCollisionShape bulletCollisionShape;
private BulletAppState bulletAppState;
public static void main(String[] args) {
TestCcd app = new TestCcd();
app.start();
}
private void setupKeys() {
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addMapping("shoot2", new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
inputManager.addListener(this, "shoot");
inputManager.addListener(this, "shoot2");
}
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.1f);
setupKeys();
mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Green);
mat2 = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat2.getAdditionalRenderState().setWireframe(true);
mat2.setColor("Color", ColorRGBA.Red);
// An obstacle mesh, does not move (mass=0)
Node node2 = new Node();
node2.setName("mesh");
node2.setLocalTranslation(new Vector3f(2.5f, 0, 0f));
node2.addControl(new RigidBodyControl(new MeshCollisionShape(new Box(Vector3f.ZERO, 4, 4, 0.1f)), 0));
rootNode.attachChild(node2);
getPhysicsSpace().add(node2);
// The floor, does not move (mass=0)
Node node3 = new Node();
node3.setLocalTranslation(new Vector3f(0f, -6, 0f));
node3.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(100, 1, 100)), 0));
rootNode.attachChild(node3);
getPhysicsSpace().add(node3);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
@Override
public void simpleUpdate(float tpf) {
//TODO: add update code
}
@Override
public void simpleRender(RenderManager rm) {
//TODO: add render code
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("shoot") && !value) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat);
bulletg.setName("bullet");
bulletg.setLocalTranslation(cam.getLocation());
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
bulletg.getControl(RigidBodyControl.class).setCcdMotionThreshold(0.1f);
bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletg);
} else if (binding.equals("shoot2") && !value) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setName("bullet");
bulletg.setLocalTranslation(cam.getLocation());
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.addControl(new RigidBodyControl(bulletCollisionShape, 1));
bulletg.getControl(RigidBodyControl.class).setLinearVelocity(cam.getDirection().mult(40));
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletg);
}
}
}