コード例 #1
0
ファイル: MainGameState.java プロジェクト: toloober/jme-demos
 /**
  * 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);
 }
コード例 #2
0
ファイル: MainGameState.java プロジェクト: toloober/jme-demos
 /**
  * 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;
 }
コード例 #3
0
ファイル: MainGameState.java プロジェクト: toloober/jme-demos
  /**
   * Constructs the MainGameState. Creates the scene and add the different objects to the
   * Scenegraph.
   *
   * @param name name of the GameState
   */
  public MainGameState(String name) {
    super(name);

    // the node where newly created objects get attached to
    objectsNode = new Node("object Node");
    rootNode.attachChild(objectsNode);

    // create the scene
    picker = new PhysicsPicker(input, rootNode, getPhysicsSpace(), true);
    picker.getInputHandler().setEnabled(false);

    init();
    setupInput();
    setupLight();

    // add a few objects to the scene
    ObjectFactory.createObjectFactory(getPhysicsSpace());

    createFloor(50, 50);
    createOuterWalls(75);

    wall =
        new Wall(
            getPhysicsSpace(),
            SceneSettings.get().getWallWidth(),
            SceneSettings.get().getWallHeigth(),
            SceneSettings.get().getWallElementSize());

    wall.setLocalTranslation(0, 0, -3);
    rootNode.attachChild(wall);

    seesaw = new Seesaw(getPhysicsSpace());
    seesaw.setLocalTranslation(-13, -1, 5);
    rootNode.attachChild(seesaw);

    //        swing = new Swing(getPhysicsSpace());
    //        swing.setLocalTranslation(15, 3f, 4);
    //        rootNode.attachChild(swing);

    rootNode.updateGeometricState(0, true);
    rootNode.updateRenderState();
  }