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Java CollisionConfiguration类代码示例

本文整理汇总了Java中com.bulletphysics.collision.dispatch.CollisionConfiguration的典型用法代码示例。如果您正苦于以下问题:Java CollisionConfiguration类的具体用法?Java CollisionConfiguration怎么用?Java CollisionConfiguration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。


CollisionConfiguration类属于com.bulletphysics.collision.dispatch包,在下文中一共展示了CollisionConfiguration类的9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,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: setUp

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
/**
 * Set up the physics engine for the scene.
 */
public void setUp() {
    // Create a DBVT broadphase to broadly check collisions using the AABB technique which ensures good performance
    BroadphaseInterface broadphase = new DbvtBroadphase();

    // Set up a collision configuration and dispatcher
    CollisionConfiguration collisionConfig = new DefaultCollisionConfiguration();
    CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfig);

    // Configure a constraint solver
    ConstraintSolver solver = new SequentialImpulseConstraintSolver();

    // Create and configure the Bullet physics dynamic world
    this.bulletDynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig);
    this.bulletDynamicsWorld.setGravity(new Vector3f(0, -9.81f, 0));
}
 
开发者ID:timvisee,项目名称:key-barricade,代码行数:19,代码来源:ScenePhysicsEngine.java

示例2: DiscreteDynamicsWorld

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public DiscreteDynamicsWorld (Dispatcher dispatcher, BroadphaseInterface pairCache, ConstraintSolver constraintSolver,
	CollisionConfiguration collisionConfiguration) {
	super(dispatcher, pairCache, collisionConfiguration);
	this.constraintSolver = constraintSolver;

	if (this.constraintSolver == null) {
		this.constraintSolver = new SequentialImpulseConstraintSolver();
		ownsConstraintSolver = true;
	} else {
		ownsConstraintSolver = false;
	}

	{
		islandManager = new SimulationIslandManager();
	}

	ownsIslandManager = true;
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:19,代码来源:DiscreteDynamicsWorld.java

示例3: DiscreteDynamicsWorld

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public DiscreteDynamicsWorld(Dispatcher dispatcher, BroadphaseInterface pairCache, ConstraintSolver constraintSolver, CollisionConfiguration collisionConfiguration) {
	super(dispatcher, pairCache, collisionConfiguration);
	this.constraintSolver = constraintSolver;

	if (this.constraintSolver == null) {
		this.constraintSolver = new SequentialImpulseConstraintSolver();
		ownsConstraintSolver = true;
	}
	else {
		ownsConstraintSolver = false;
	}

	{
		islandManager = new SimulationIslandManager();
	}

	ownsIslandManager = true;
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:19,代码来源:DiscreteDynamicsWorld.java

示例4: Screen

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public Screen() {
    /*
     Set the color to black
     */
    glClearColor(0, 0, 0, 1);
    BroadphaseInterface broadphase = new DbvtBroadphase();
    CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
    CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
    ConstraintSolver solver = new SequentialImpulseConstraintSolver();
    physicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
    physicsWorld.setGravity(new Vector3f(0, -10 /* m/s2 */, 0));
    
    /*
     initialize the entities list
     */
    entities = new LinkedList<>();

    camera = new Camera(1280, 720, 67f, 0.1f, 1000000000000f);

    //call the create method
    create();
}
 
开发者ID:StavrosSkourtis,项目名称:SuperHornet,代码行数:23,代码来源:Screen.java

示例5: PhysicsEngine

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
/**
 * Initializes the JBullet physics engine. {@link #onResume()}, {@link #onPause()} and
 * {@link #onDestroy()} have to be called from the corresponding life cycle methods. By default
 * this is all handled by {@link de.fabmax.lightgl.GfxEngine} if physics simulation was enabled
 * on engine creation.
 *
 * @see de.fabmax.lightgl.GfxEngine#GfxEngine(android.content.Context, boolean)
 * @see de.fabmax.lightgl.GfxEngine#getPhysicsEngine()
 */
public PhysicsEngine() {
    // init collision stuff
    CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
    CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);

    // maximum size of the collision world.
    Vector3f worldAabbMin = new Vector3f(-100, -100, -100);
    Vector3f worldAabbMax = new Vector3f(100, 100, 100);
    BroadphaseInterface broadphase = new AxisSweep3(worldAabbMin, worldAabbMax);

    SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();

    mWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
    mWorld.setGravity(new Vector3f(0, -G, 0));
}
 
开发者ID:fabmax,项目名称:LightGL,代码行数:25,代码来源:PhysicsEngine.java

示例6: PhysicsWorldJbullet

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public PhysicsWorldJbullet(){
	BroadphaseInterface broadphase=new DbvtBroadphase();
	CollisionConfiguration collisionConfiguration=new DefaultCollisionConfiguration();
	CollisionDispatcher dispatcher=new CollisionDispatcher(collisionConfiguration);
	ConstraintSolver constraintSolver=new SequentialImpulseConstraintSolver();
	
	bulletWorld=new DiscreteDynamicsWorld(dispatcher, broadphase, constraintSolver, collisionConfiguration);
	setGravity(0, -9.81F, 0);
}
 
开发者ID:LapisSea,项目名称:OpenGL-Bullet-engine,代码行数:10,代码来源:PhysicsWorldJbullet.java

示例7: PhysicsWorldJBullet

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public PhysicsWorldJBullet(boolean gravity){
  	
// collision configuration contains default setup for memory, collision
// setup. Advanced users can create their own configuration.
CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();

// use the default collision dispatcher. For parallel processing you
// can use a diffent dispatcher (see Extras/BulletMultiThreaded)
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);

// the maximum size of the collision world. Make sure objects stay
// within these boundaries
// Don't make the world AABB size too large, it will harm simulation
// quality and performance
Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
int maxProxies = 1024;
AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax, maxProxies);


SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();


dynamicsWorld = new DiscreteDynamicsWorld(
		dispatcher, overlappingPairCache, solver,
		collisionConfiguration);
if(gravity == true){
	dynamicsWorld.setGravity(new Vector3f(0.0f,0.0f,-9.81f));
}
else{
dynamicsWorld.setGravity(new Vector3f(0.0f,0.0f,0.0f));
}
  }
 
开发者ID:gama-platform,项目名称:gama,代码行数:34,代码来源:PhysicsWorldJBullet.java

示例8: SimpleDynamicsWorld

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public SimpleDynamicsWorld(Dispatcher dispatcher, BroadphaseInterface pairCache, ConstraintSolver constraintSolver, CollisionConfiguration collisionConfiguration) {
	super(dispatcher, pairCache, collisionConfiguration);
	this.constraintSolver = constraintSolver;
	this.ownsConstraintSolver = false;
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:6,代码来源:SimpleDynamicsWorld.java

示例9: DynamicsWorld

import com.bulletphysics.collision.dispatch.CollisionConfiguration; //导入依赖的package包/类
public DynamicsWorld(Dispatcher dispatcher, BroadphaseInterface broadphasePairCache, CollisionConfiguration collisionConfiguration) {
	super(dispatcher, broadphasePairCache, collisionConfiguration);
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:4,代码来源:DynamicsWorld.java


注:本文中的com.bulletphysics.collision.dispatch.CollisionConfiguration类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。