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Java PhysicsRigidBody.setKinematic方法代码示例

本文整理汇总了Java中com.jme3.bullet.objects.PhysicsRigidBody.setKinematic方法的典型用法代码示例。如果您正苦于以下问题:Java PhysicsRigidBody.setKinematic方法的具体用法?Java PhysicsRigidBody.setKinematic怎么用?Java PhysicsRigidBody.setKinematic使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jme3.bullet.objects.PhysicsRigidBody的用法示例。


在下文中一共展示了PhysicsRigidBody.setKinematic方法的6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: updateObject

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
@Override
    protected void updateObject(PhysicsRigidBody rigidBody, Entity e) {
        RigidBody rigidBodyInfo = e.get(RigidBody.class);
        CustomShape collisionShapeInfo = e.get(CustomShape.class);
        rigidBody.setKinematic(rigidBodyInfo.isKinematic());
        rigidBody.setMass(rigidBodyInfo.getMass());
        //rigidBody.setFriction(rigidBodyInfo.getFriction());
        rigidBody.setRestitution(rigidBodyInfo.getRestitution());
        if(!rigidBody.getCollisionShape().equals(collisionShapeInfo.getDefinition())) {
            physicsSpace.remove(rigidBody);
            CollisionShape shape = provider.getShape(e.get(shapeType));
            rigidBody.setCollisionShape(shape);
            physicsSpace.add(rigidBody);
        }
//            rigidBody.setUserObject(e.getId()); already set?
    }
 
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:17,代码来源:RigidBodyContainer.java

示例2: scanSpatial

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
private void scanSpatial(Spatial model) {
    AnimControl animControl = model.getControl(AnimControl.class);
    Map<Integer, List<Float>> pointsMap = null;
    if (weightThreshold == -1.0f) {
        pointsMap = RagdollUtils.buildPointMap(model);
    }

    skeleton = animControl.getSkeleton();
    skeleton.resetAndUpdate();
    for (int i = 0; i < skeleton.getRoots().length; i++) {
        Bone childBone = skeleton.getRoots()[i];
        if (childBone.getParent() == null) {
            logger.log(Level.INFO, "Found root bone in skeleton {0}", skeleton);
            baseRigidBody = new PhysicsRigidBody(new BoxCollisionShape(Vector3f.UNIT_XYZ.mult(0.1f)), 1);
            baseRigidBody.setKinematic(mode == Mode.Kinetmatic);
            boneRecursion(model, childBone, baseRigidBody, 1, pointsMap);
        }
    }
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:20,代码来源:KinematicRagdollControl.java

示例3: addRigidBody

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
private void addRigidBody(PhysicsRigidBody node) {
    physicsNodes.put(node.getObjectId(), node);

    //Workaround
    //It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
    //so we add it non kinematic, then set it kinematic again.
    boolean kinematic = false;
    if (node.isKinematic()) {
        kinematic = true;
        node.setKinematic(false);
    }
    dynamicsWorld.addRigidBody(node.getObjectId());
    if (kinematic) {
        node.setKinematic(true);
    }

    Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Adding RigidBody {0} to physics space.", node.getObjectId());
    if (node instanceof PhysicsVehicle) {
        Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Adding vehicle constraint {0} to physics space.", ((PhysicsVehicle) node).getVehicleId());
        ((PhysicsVehicle) node).createVehicle(this);
        dynamicsWorld.addVehicle(((PhysicsVehicle) node).getVehicleId());
    }
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:24,代码来源:PhysicsSpace.java

示例4: addRigidBody

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
private void addRigidBody(PhysicsRigidBody node) {
        physicsNodes.put(node.getObjectId(), node);

        //Workaround
        //It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
        //so we add it non kinematic, then set it kinematic again.
        boolean kinematic = false;
        if (node.isKinematic()) {
            kinematic = true;
            node.setKinematic(false);
        }
        addRigidBody(physicsSpaceId, node.getObjectId());
        if (kinematic) {
            node.setKinematic(true);
        }

        Logger.getLogger(PhysicsSpace.class.getName()).log(Level.FINE, "Adding RigidBody {0} to physics space.", node.getObjectId());
        if (node instanceof PhysicsVehicle) {
            Logger.getLogger(PhysicsSpace.class.getName()).log(Level.FINE, "Adding vehicle constraint {0} to physics space.", Long.toHexString(((PhysicsVehicle) node).getVehicleId()));
            ((PhysicsVehicle) node).createVehicle(this);
            addVehicle(physicsSpaceId, ((PhysicsVehicle) node).getVehicleId());
//            dynamicsWorld.addVehicle(((PhysicsVehicle) node).getVehicleId());
        }
    }
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:25,代码来源:PhysicsSpace.java

示例5: addObject

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
@Override
protected PhysicsRigidBody addObject(Entity e) {
    RigidBody rigidBodyInfo = e.get(RigidBody.class);
    CollisionShape shape = provider.getShape(e.get(shapeType));
    PhysicsRigidBody rigidBody = new PhysicsRigidBody(shape, rigidBodyInfo.getMass());
    rigidBody.setMass(rigidBodyInfo.getMass());
    rigidBody.setKinematic(rigidBodyInfo.isKinematic());
    //rigidBody.setFriction(rigidBodyInfo.getFriction());
    rigidBody.setRestitution(rigidBodyInfo.getRestitution());
    rigidBody.setUserObject(e.getId());
    physicsSpace.add(rigidBody);
    return rigidBody;
}
 
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:14,代码来源:RigidBodyContainer.java

示例6: boneRecursion

import com.jme3.bullet.objects.PhysicsRigidBody; //导入方法依赖的package包/类
private void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) {
    PhysicsRigidBody parentShape = parent;
    if (boneList.isEmpty() || boneList.contains(bone.getName())) {

        PhysicsBoneLink link = new PhysicsBoneLink();
        link.bone = bone;

        //creating the collision shape 
        HullCollisionShape shape = null;
        if (pointsMap != null) {
            //build a shape for the bone, using the vertices that are most influenced by this bone
            shape = RagdollUtils.makeShapeFromPointMap(pointsMap, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition());
        } else {
            //build a shape for the bone, using the vertices associated with this bone with a weight above the threshold
            shape = RagdollUtils.makeShapeFromVerticeWeights(model, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition(), weightThreshold);
        }

        PhysicsRigidBody shapeNode = new PhysicsRigidBody(shape, rootMass / (float) reccount);

        shapeNode.setKinematic(mode == Mode.Kinetmatic);
        totalMass += rootMass / (float) reccount;

        link.rigidBody = shapeNode;
        link.initalWorldRotation = bone.getModelSpaceRotation().clone();

        if (parent != null) {
            //get joint position for parent
            Vector3f posToParent = new Vector3f();
            if (bone.getParent() != null) {
                bone.getModelSpacePosition().subtract(bone.getParent().getModelSpacePosition(), posToParent).multLocal(initScale);
            }

            SixDofJoint joint = new SixDofJoint(parent, shapeNode, posToParent, new Vector3f(0, 0, 0f), true);
            preset.setupJointForBone(bone.getName(), joint);

            link.joint = joint;
            joint.setCollisionBetweenLinkedBodys(false);
        }
        boneLinks.put(bone.getName(), link);
        shapeNode.setUserObject(link);
        parentShape = shapeNode;
    }

    for (Iterator<Bone> it = bone.getChildren().iterator(); it.hasNext();) {
        Bone childBone = it.next();
        boneRecursion(model, childBone, parentShape, reccount + 1, pointsMap);
    }
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:49,代码来源:KinematicRagdollControl.java


注:本文中的com.jme3.bullet.objects.PhysicsRigidBody.setKinematic方法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。