Ejemplo n.º 1
0
 /**
  * create a new Object. The ObjectFactory create an object depending on what we selected in the
  * GUI GameState. - the new Object gets attached to the objectNode, - is moved a bit in front of
  * the camera - and finally we add force to it.
  */
 private void spawnObject() {
   DynamicPhysicsNode node = ObjectFactory.get().createObject();
   node.setName("physics node");
   node.getLocalTranslation().set(cam.getLocation());
   node.getLocalTranslation()
       .addLocal(cam.getDirection().mult(new Vector3f(2, 2, 2).add(node.getLocalScale())));
   node.addForce(cam.getDirection().mult(ObjectFactory.get().getForce()));
   objectsNode.attachChild(node);
   objectsNode.updateRenderState();
   objectsNode.updateGeometricState(0, false);
 }
Ejemplo n.º 2
0
 /**
  * a simple helper method to create a static physic wall.
  *
  * @param name node name
  * @param x x extent
  * @param y y extent
  * @param z z extent
  * @param loc location
  * @param type type of material/texture
  * @return staticPhysicNode with the attached box
  */
 public StaticPhysicsNode makeWall(
     String name, float x, float y, float z, Vector3f loc, MaterialType type) {
   Box box = new Box(name, new Vector3f(), x, y, z);
   box.setModelBound(new BoundingBox());
   box.updateModelBound();
   if (type != null) ObjectFactory.get().applyRenderStates(box, type);
   StaticPhysicsNode physicWall = getPhysicsSpace().createStaticNode();
   physicWall.attachChild(box);
   physicWall.setLocalTranslation(loc);
   physicWall.generatePhysicsGeometry();
   return physicWall;
 }