本文整理汇总了Java中com.bulletphysics.collision.dispatch.CollisionConfiguration类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));
}
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;
}
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;
}
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();
}
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));
}
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);
}
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));
}
}
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;
}
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);
}