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Java DefaultMotionState类代码示例

本文整理汇总了Java中com.bulletphysics.linearmath.DefaultMotionState的典型用法代码示例。如果您正苦于以下问题:Java DefaultMotionState类的具体用法?Java DefaultMotionState怎么用?Java DefaultMotionState使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


DefaultMotionState类属于com.bulletphysics.linearmath包,在下文中一共展示了DefaultMotionState类的15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: localCreateRigidBody

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
private RigidBody localCreateRigidBody(float mass,
        Transform startTransform, CollisionShape shape) {

    Vector3f localInertia = new Vector3f(0f, 0f, 0f);
    shape.calculateLocalInertia(mass, localInertia);

    DefaultMotionState myMotionState = new DefaultMotionState(
            startTransform);

    RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass,
            myMotionState, shape, localInertia);
    RigidBody body = new RigidBody(rbInfo);

    body.setRestitution(2f);
    body.setDamping(.01f, .3f);

    ownerWorld.addRigidBody(body);
    return body;
}
 
开发者ID:android-workloads,项目名称:JACWfA,代码行数:20,代码来源:Ragdoll.java

示例2: makeDomino

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
public boolean makeDomino(float mass, Vector3f inertia, Vector3f loc,
        float angle) {
    if (cntCreated >= numDominoes)
        return false;
    int i = cntCreated++;
    dominoOrigTransform[i] = new Transform(new Matrix4f(new Quat4f(0,
            sin(angle) / (float) Math.sqrt(2), 0, 1), loc, 1.0f));
    DefaultMotionState dominoMotion = new DefaultMotionState(
            dominoOrigTransform[i]);
    RigidBodyConstructionInfo dominoRigidBodyCI = new RigidBodyConstructionInfo(
            mass, dominoMotion, dominoShape, inertia);
    domino[i] = new RigidBody(dominoRigidBodyCI);
    domino[i].setRestitution(0.5f);
    world.addRigidBody(domino[i]);
    return true;
}
 
开发者ID:android-workloads,项目名称:JACWfA,代码行数:17,代码来源:Domino.java

示例3: localCreateRigidBody

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
private RigidBody localCreateRigidBody(float mass, Transform startTransform, CollisionShape shape) {
	boolean isDynamic = (mass != 0f);

	Vector3f localInertia = new Vector3f();
	localInertia.set(0f, 0f, 0f);
	if (isDynamic) {
		shape.calculateLocalInertia(mass, localInertia);
	}

	DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
	RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
	rbInfo.additionalDamping = true;
	RigidBody body = new RigidBody(rbInfo);

	ownerWorld.addRigidBody(body);

	return body;
}
 
开发者ID:unktomi,项目名称:form-follows-function,代码行数:19,代码来源:RagDoll.java

示例4: localCreateRigidBody

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
private RigidBody localCreateRigidBody(float mass, Transform startTransform, CollisionShape shape) {
	boolean isDynamic = (mass != 0f);

	Vector3f localInertia = new Vector3f();
	localInertia.set(0f, 0f, 0f);
	if (isDynamic) {
		shape.calculateLocalInertia(mass, localInertia);
	}

	DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
	RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
	RigidBody body = new RigidBody(rbInfo);

	ownerWorld.addRigidBody(body);

	return body;
}
 
开发者ID:unktomi,项目名称:form-follows-function,代码行数:18,代码来源:TestRig.java

示例5: addCollisionObject

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
public RigidBody addCollisionObject(CollisionShape shape, float mass, Vector3f position, Vector3f velocity){
    	
		Transform startTransform = new Transform();
		startTransform.setIdentity();
		startTransform.origin.set(position);
		boolean isDynamic = (mass != 0f);
		Vector3f localInertia = new Vector3f(0, 0, 0);
		if (isDynamic) {
			shape.calculateLocalInertia(mass, localInertia);
		}
		// using motionstate is recommended, it provides
		// interpolation capabilities, and only synchronizes
		// 'active' objects
		DefaultMotionState myMotionState = new DefaultMotionState(startTransform);

		RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(
				mass, myMotionState, shape, localInertia);
		RigidBody body = new RigidBody(rbInfo);
//		System.out.println(velocity);
//		body.applyCentralForce(velocity);
		body.setLinearVelocity(velocity);
		dynamicsWorld.addRigidBody(body);

		return body;
        
    }
 
开发者ID:gama-platform,项目名称:gama,代码行数:27,代码来源:PhysicsWorldJBullet.java

示例6: mkStaticGroundPlane

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
protected void mkStaticGroundPlane(DynamicsWorld world) {
    // floor
    float mass = 0;
    CollisionShape shape = new BoxShape(new Vector3f(L, 10, W));

    Transform t = new Transform();
    t.setIdentity();
    t.origin.set(new Vector3f(p.x,p.y-10,p.z));

    MotionState motionState = new DefaultMotionState(t);
    RigidBodyConstructionInfo info = new RigidBodyConstructionInfo(mass, motionState, shape);
    RigidBody body = new RigidBody(info);
    body.setFriction(1f);
    body.setRestitution(.5f);
    world.addRigidBody(body);
}
 
开发者ID:seemywingz,项目名称:Kengine,代码行数:17,代码来源:FloorModel.java

示例7: initializePhysics

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
protected void initializePhysics(DynamicsWorld world){
    t = new Transform();
    t.setIdentity();
    t.origin.set(new Vector3f(p.x,p.y,p.z));
    Vector3f inertia = new Vector3f(0,0,0);
    shape.calculateLocalInertia(p.mass,inertia);
    shape.setLocalScaling(new Vector3f(p.size, p.size, p.size));

    MotionState motionState = new DefaultMotionState(t);
    RigidBodyConstructionInfo info = new RigidBodyConstructionInfo(p.mass,motionState,shape,inertia);
    body = new RigidBody(info);
    body.setFriction(friction);
    body.setDamping(linDamping, angDamping);
    body.setAngularFactor(angularFactor);
    body.setRestitution(restitution);
    Scene.world.addRigidBody(body);
}
 
开发者ID:seemywingz,项目名称:Kengine,代码行数:18,代码来源:CollisionModel.java

示例8: p3dRuler

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
public void p3dRuler(){
	float length = 10/2f;
	float width = 10/2f;
	List<Vector3f> vertices = new ArrayList<Vector3f>();
	vertices.add(new Vector3f(-length,0,-width));
	vertices.add(new Vector3f(-length,0,width));
	vertices.add(new Vector3f(length,0,width));
	vertices.add(new Vector3f(length,0,-width));
	Transform startTransform = new Transform();
	startTransform.setIdentity();
	Vector3f translate = new Vector3f();
	startTransform.origin.set(translate);
	CollisionShape shape = new ConvexHullShape(vertices);
	Vector3f localInertia = new Vector3f(0f, 0f, 0f);
	DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
	RigidBodyConstructionInfo cInfo = new RigidBodyConstructionInfo(0f, myMotionState, shape, localInertia);
	RigidBody body = new RigidBody(cInfo);
	body.setGravity(new Vector3f(0,0,0));
	pInterfaceWorld.addRigidBody(body);
	//adding this to another dynamic world*interfaceworld*
}
 
开发者ID:Sivx,项目名称:Sivx-3DDesktop,代码行数:22,代码来源:engine - Copy.java

示例9: BulletPhysics

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
public BulletPhysics(WorldProvider world) {
    collisionGroupManager = CoreRegistry.get(CollisionGroupManager.class);

    _broadphase = new DbvtBroadphase();
    _broadphase.getOverlappingPairCache().setInternalGhostPairCallback(new GhostPairCallback());
    _defaultCollisionConfiguration = new DefaultCollisionConfiguration();
    _dispatcher = new CollisionDispatcher(_defaultCollisionConfiguration);
    _sequentialImpulseConstraintSolver = new SequentialImpulseConstraintSolver();
    _discreteDynamicsWorld = new DiscreteDynamicsWorld(_dispatcher, _broadphase, _sequentialImpulseConstraintSolver, _defaultCollisionConfiguration);
    _discreteDynamicsWorld.setGravity(new Vector3f(0f, -15f, 0f));
    blockEntityRegistry = CoreRegistry.get(BlockEntityRegistry.class);
    CoreRegistry.get(EventSystem.class).registerEventReceiver(this, BlockChangedEvent.class, BlockComponent.class);

    PhysicsWorldWrapper wrapper = new PhysicsWorldWrapper(world);
    VoxelWorldShape worldShape = new VoxelWorldShape(wrapper);

    Matrix3f rot = new Matrix3f();
    rot.setIdentity();
    DefaultMotionState blockMotionState = new DefaultMotionState(new Transform(new Matrix4f(rot, new Vector3f(0, 0, 0), 1.0f)));
    RigidBodyConstructionInfo blockConsInf = new RigidBodyConstructionInfo(0, blockMotionState, worldShape, new Vector3f());
    RigidBody rigidBody = new RigidBody(blockConsInf);
    rigidBody.setCollisionFlags(CollisionFlags.STATIC_OBJECT | rigidBody.getCollisionFlags());
    _discreteDynamicsWorld.addRigidBody(rigidBody, combineGroups(StandardCollisionGroup.WORLD), (short)(CollisionFilterGroups.ALL_FILTER ^ CollisionFilterGroups.STATIC_FILTER));
}
 
开发者ID:zoneXcoding,项目名称:Mineworld,代码行数:25,代码来源:BulletPhysics.java

示例10: setCollisionShape

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
/**
 * Creates a {@link com.bulletphysics.dynamics.RigidBody} with the specified shape and mass.
 *
 * @param colShape    Collision shape for physics simulation
 * @param mass        Mass of the body
 */
protected void setCollisionShape(CollisionShape colShape, float mass) {
    // compute inertia (only for non static bodies)
    Vector3f localInertia = new Vector3f(0, 0, 0);
    if (mass != 0) {
        colShape.calculateLocalInertia(mass, localInertia);
    }

    // create rigid body for physics simulation
    synchronized (mPhysicsTransform) {
        DefaultMotionState motionState = new DefaultMotionState(mPhysicsTransform);
        RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, motionState,
                colShape, localInertia);
        mPhysicsBody = new RigidBody(rbInfo);
        mPhysicsBody.setFriction(1.0f);
    }
}
 
开发者ID:fabmax,项目名称:LightGL,代码行数:23,代码来源:PhysicsBody.java

示例11: initPhysics

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
/**
 * 
 */
@Override
public void initPhysics() {
	DefaultMotionState groundMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, -1, 0), 1.0f))); 

	//TODO: Un uglify this code.
	TriangleIndexVertexArray vertArray = new TriangleIndexVertexArray();
	
	for (Mesh mesh : this.getMeshes()) {
		// Construct collision shape based on the mesh vertices in the Mesh.
		float[] positions = mesh.getPositions();
		int[] indices = mesh.getIndices();
		
		IndexedMesh indexedMesh = new IndexedMesh();
		indexedMesh.numTriangles = indices.length / 3;
		indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*4).order(ByteOrder.nativeOrder());
        indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
        indexedMesh.triangleIndexStride = 3 * 4;
        indexedMesh.numVertices = positions.length / 3;
        indexedMesh.vertexBase = ByteBuffer.allocateDirect(positions.length*4).order(ByteOrder.nativeOrder());
        indexedMesh.vertexBase.asFloatBuffer().put(positions);
        indexedMesh.vertexStride = 3 * 4;
		
		
		vertArray.addIndexedMesh(indexedMesh);
	}
	
	BvhTriangleMeshShape collShape = new BvhTriangleMeshShape(vertArray, false);
	System.out.println("SCALE: " + this.getScale());
	//collisionShape = new ScaledBvhTriangleMeshShape(collShape, new Vector3f(this.getcale(), this.getScale(), this.getScale()));
	collisionShape = collShape;
	collisionShape.setLocalScaling(new Vector3f(this.getScale(), this.getScale(), this.getScale()));
	RigidBodyConstructionInfo groundRigidBodyCI = new RigidBodyConstructionInfo(0, groundMotionState, collisionShape, new Vector3f(0,0,0)); 
	rigidBody = new RigidBody(groundRigidBodyCI);
	this.rigidBody.activate();
}
 
开发者ID:brokenprogrammer,项目名称:Mass,代码行数:39,代码来源:TestRoom.java

示例12: initPhysics

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
/**
 * Method to initialize all physics related
 * values.
 */
@Override
public void initPhysics() {
	motionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(-2, -400, 0), 1.0f)));
	
	// Construct collision shape based on the mesh vertices in the Mesh.
	fallInertia = new Vector3f(0,0,0); 
	collisionShape = new BoxShape(new Vector3f(1, 1, 1));
	collisionShape.calculateLocalInertia(mass,fallInertia);
	
	// Construct the RigidBody.
	RigidBodyConstructionInfo rigidBodyCI = new RigidBodyConstructionInfo(mass, motionState, collisionShape, fallInertia); 
	rigidBody = new RigidBody(rigidBodyCI);
}
 
开发者ID:brokenprogrammer,项目名称:Mass,代码行数:18,代码来源:MassterBall.java

示例13: makeBrick

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
/**
 * This method creates one individual physical brick.
 */
public void makeBrick(int i, float mass, Vector3f inertia, Transform trans) {
    brickOrigTransform[i] = trans;
    DefaultMotionState brickMotion = new DefaultMotionState(
            brickOrigTransform[i]);
    RigidBodyConstructionInfo brickRigidBodyCI = new RigidBodyConstructionInfo(
            mass, brickMotion, brickShape, inertia);
    brick[i] = new RigidBody(brickRigidBodyCI);
    world.addRigidBody(brick[i]);
}
 
开发者ID:android-workloads,项目名称:JACWfA,代码行数:13,代码来源:BreakingTheTower.java

示例14: makeBrick

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
/**
 * This method creates one individual physical domino.
 */
public RigidBody makeBrick(int i, float mass, Vector3f inertia,
        Vector3f loc, float angle) {
    brickOrigTransform[i] = new Transform(new Matrix4f(new Quat4f(0f, 0f,
            0f, 1f), new Vector3f(loc), 1f));
    MotionState brickMotion = new DefaultMotionState(brickOrigTransform[i]);
    RigidBodyConstructionInfo brickRigidBodyCI = new RigidBodyConstructionInfo(
            mass, brickMotion, brickShape, inertia);
    brick[i] = new RigidBody(brickRigidBodyCI);
    world.addRigidBody(brick[i]);
    return brick[i];
}
 
开发者ID:android-workloads,项目名称:JACWfA,代码行数:15,代码来源:BreakingTheWall.java

示例15: initWorld

import com.bulletphysics.linearmath.DefaultMotionState; //导入依赖的package包/类
protected void initWorld() {
    BroadphaseInterface broadphase = new DbvtBroadphase();
    DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
    CollisionDispatcher dispatcher = new CollisionDispatcher(
            collisionConfiguration);

    SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();

    world = new DiscreteDynamicsWorld(dispatcher, broadphase, solver,
            collisionConfiguration);

    world.setGravity(new Vector3f(0, -1, 0));

    groundShape = new StaticPlaneShape(new Vector3f(0, 1, 0), 1);

    DefaultMotionState groundMotionState = new DefaultMotionState(
            new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1),
                    new Vector3f(0, -1, 0), 1.0f)));

    RigidBodyConstructionInfo groundRigidBodyCI = new RigidBodyConstructionInfo(
            0, groundMotionState, groundShape, new Vector3f(0, 0, 0));
    groundRigidBody = new RigidBody(groundRigidBodyCI);

    world.addRigidBody(groundRigidBody);

    dollOne = new RagDollShape(world, new Vector3f(0.0f, 30.0f, 0.0f), 5.0f);
    dollTwo = new RagDollShape(world, new Vector3f(10.0f, 30.0f, 0.0f),
            5.0f);

    dollOne.setLinearSpeed(new Vector3f(30f, 0f, 0f));
    dollTwo.setLinearSpeed(new Vector3f(-30f, 0f, 0f));

    dollOne.saveState();
    dollTwo.saveState();
}
 
开发者ID:android-workloads,项目名称:JACWfA,代码行数:36,代码来源:Ragdoll.java


注:本文中的com.bulletphysics.linearmath.DefaultMotionState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。