本文整理了Java中com.jme3.scene.Geometry.addControl()
方法的一些代码示例,展示了Geometry.addControl()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Geometry.addControl()
方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:addControl
暂无
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private Geometry getRandomBall(Vector3f location) {
Vector3f localLocation = new Vector3f();
localLocation.set(location);
localLocation.addLocal(new Vector3f(random.nextFloat() - 0.5f, random.nextFloat() - 0.5f, random.nextFloat() - 0.5f).normalize().mult(3));
Geometry poiGeom = new Geometry("ball", ballMesh);
poiGeom.setLocalTranslation(localLocation);
poiGeom.setMaterial(ballMaterial);
RigidBodyControl control = new RigidBodyControl(ballCollisionShape, 1);
//!!! Important
control.setApplyPhysicsLocal(true);
poiGeom.addControl(control);
float x = (random.nextFloat() - 0.5f) * 100;
float y = (random.nextFloat() - 0.5f) * 100;
float z = (random.nextFloat() - 0.5f) * 100;
control.setLinearVelocity(new Vector3f(x, y, z));
return poiGeom;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("shoot") && !keyPressed) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(cam.getLocation());
SphereCollisionShape bulletCollisionShape = new SphereCollisionShape(0.4f);
RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
// RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
bulletNode.setLinearVelocity(cam.getDirection().mult(25));
bulletg.addControl(bulletNode);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletNode);
}
if (name.equals("gc") && !keyPressed) {
System.gc();
}
}
};
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/** 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);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
this.batchNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
nbBrick++;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* creates a box geometry with a RigidBodyControl
*
* @param assetManager for loading assets
* @return a new Geometry
*/
public static Geometry createPhysicsTestBox(AssetManager assetManager) {
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
Box box = new Box(0.25f, 0.25f, 0.25f);
Geometry boxGeometry = new Geometry("Box", box);
boxGeometry.setMaterial(material);
//RigidBodyControl automatically uses box collision shapes when attached to single geometry with box mesh
boxGeometry.addControl(new RigidBodyControl(2));
return boxGeometry;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/** 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);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* creates a sphere geometry with a RigidBodyControl
*
* @param assetManager for loading assets
* @return a new Geometry
*/
public static Geometry createPhysicsTestSphere(AssetManager assetManager) {
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
Sphere sphere = new Sphere(8, 8, 0.25f);
Geometry boxGeometry = new Geometry("Sphere", sphere);
boxGeometry.setMaterial(material);
//RigidBodyControl automatically uses sphere collision shapes when attached to single geometry with sphere mesh
boxGeometry.addControl(new RigidBodyControl(2));
return boxGeometry;
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("shoot") && !keyPressed) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(cam.getLocation());
RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
// RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
bulletNode.setLinearVelocity(cam.getDirection().mult(25));
bulletg.addControl(bulletNode);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletNode);
}
}
};
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("shoot") && !keyPressed) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(cam.getLocation());
RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
// RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);
bulletNode.setLinearVelocity(cam.getDirection().mult(25));
bulletg.addControl(bulletNode);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletNode);
}
}
};
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(mat);
reBoxg.setLocalTranslation(ori);
//for geometry with sphere mesh the physics system automatically uses a sphere collision shape
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
reBoxg.getControl(RigidBodyControl.class).setFriction(0.6f);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void initFloor() {
Box floorBox = new Box(10f, 0.1f, 5f);
floorBox.scaleTextureCoordinates(new Vector2f(3, 6));
Geometry floor = new Geometry("floor", floorBox);
floor.setMaterial(mat3);
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0, 0, 0);
floor.addControl(new RigidBodyControl(0));
this.rootNode.attachChild(floor);
this.getPhysicsSpace().add(floor);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void initFloor() {
Box floorBox = new Box(10f, 0.1f, 5f);
floorBox.scaleTextureCoordinates(new Vector2f(3, 6));
Geometry floor = new Geometry("floor", floorBox);
floor.setMaterial(mat3);
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0, 0, 0);
floor.addControl(new RigidBodyControl(0));
this.rootNode.attachChild(floor);
this.getPhysicsSpace().add(floor);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void onAction(String name, boolean keyPressed, float tpf) {
Sphere bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
Material mat2 = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = app.getAssetManager().loadTexture(key2);
mat2.setTexture("ColorMap", tex2);
if (name.equals("shoot") && !keyPressed) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(mat2);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(app.getCamera().getLocation());
RigidBodyControl bulletControl = new RigidBodyControl(10);
bulletg.addControl(bulletControl);
bulletControl.setLinearVelocity(app.getCamera().getDirection().mult(25));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
space.add(bulletControl);
}
}
};
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/** 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 physical 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 physical ball to shoot it. */
ball_phy.setLinearVelocity(cam.getDirection().mult(25));
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void setupPlanet() {
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
//immovable sphere with mesh collision shape
Sphere sphere = new Sphere(64, 64, 20);
planet = new Geometry("Sphere", sphere);
planet.setMaterial(material);
planet.setLocalTranslation(30, -15, 30);
planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0));
rootNode.attachChild(planet);
getPhysicsSpace().add(planet);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void initFloor() {
Box floorBox = new Box(10f, 0.1f, 5f);
floorBox.scaleTextureCoordinates(new Vector2f(3, 6));
Geometry floor = new Geometry("floor", floorBox);
floor.setMaterial(mat3);
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0, -0.1f, 0);
floor.addControl(new RigidBodyControl(new BoxCollisionShape(new Vector3f(10f, 0.1f, 5f)), 0));
this.rootNode.attachChild(floor);
this.getPhysicsSpace().add(floor);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape, 1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void setupFloor() {
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Interface/Logo/Monkey.jpg", true);
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
tex.setMinFilter(Texture.MinFilter.Trilinear);
mat.setTexture("ColorMap", tex);
Box floor = new Box(100, 1f, 100);
Geometry floorGeom = new Geometry("Floor", floor);
floorGeom.setMaterial(mat);
floorGeom.setLocalTranslation(new Vector3f(0f, -3, 0f));
floorGeom.addControl(new RigidBodyControl(new MeshCollisionShape(floorGeom.getMesh()), 0));
rootNode.attachChild(floorGeom);
getPhysicsSpace().add(floorGeom);
}
内容来源于网络,如有侵权,请联系作者删除!