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+/*
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+ * Copyright (c) 2020 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package jme3test.bullet;
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+
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+import com.jme3.app.SimpleApplication;
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+import com.jme3.bullet.BulletAppState;
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+import com.jme3.bullet.PhysicsSpace;
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+import com.jme3.bullet.collision.PhysicsCollisionObject;
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+import com.jme3.bullet.control.RigidBodyControl;
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+import com.jme3.font.BitmapText;
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+import com.jme3.input.KeyInput;
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+import com.jme3.input.MouseInput;
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+import com.jme3.input.controls.ActionListener;
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+import com.jme3.input.controls.KeyTrigger;
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+import com.jme3.input.controls.MouseButtonTrigger;
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+import com.jme3.input.controls.Trigger;
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+import com.jme3.light.AmbientLight;
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+import com.jme3.light.DirectionalLight;
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+import com.jme3.material.Material;
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+import com.jme3.math.ColorRGBA;
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+import com.jme3.math.Quaternion;
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+import com.jme3.math.Vector2f;
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+import com.jme3.math.Vector3f;
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+import com.jme3.scene.Geometry;
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+import com.jme3.scene.Mesh;
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+import com.jme3.scene.shape.Box;
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+import com.jme3.scene.shape.Sphere;
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+import com.jme3.system.AppSettings;
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+import java.util.logging.Logger;
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+
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+/**
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+ * Test case for JME issue #1283: collision-group filter not applied to CCD.
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+ * <p>
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+ * Click RMB or press the "B" key to shoot a ball at the wall. In a successful
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+ * test, all balls will pass through the wall. If any ball rebounds, or is
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+ * deflected, the has test failed.
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+ *
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+ * @author Stephen Gold [email protected]
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+ */
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+public class TestIssue1283 extends SimpleApplication {
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+ // *************************************************************************
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+ // constants and loggers
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+
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+ /**
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+ * radius of projectiles
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+ */
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+ final private static float projectileRadius = 0.7f;
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+ /**
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+ * message logger for this class
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+ */
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+ final public static Logger logger
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+ = Logger.getLogger(TestIssue1283.class.getName());
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+ /**
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+ * Mesh to visualize projectiles
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+ */
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+ final private static Mesh projectileMesh
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+ = new Sphere(32, 32, projectileRadius, true, false);
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+ // *************************************************************************
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+ // fields
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+
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+ /**
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+ * Material to visualize projectiles
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+ */
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+ private Material projectileMaterial;
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+ /**
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+ * Material to visualize the wall
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+ */
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+ private Material wallMaterial;
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+ /**
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+ * space for physics simulation
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+ */
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+ private PhysicsSpace physicsSpace;
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+ // *************************************************************************
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+ // new methods exposed
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+
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+ /**
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+ * Main entry point for the TestIssue1283 application.
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+ *
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+ * @param ignored array of command-line arguments (not null)
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+ */
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+ public static void main(String[] ignored) {
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+ TestIssue1283 application = new TestIssue1283();
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+ AppSettings appSettings = new AppSettings(true);
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+ application.setSettings(appSettings);
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+ application.start();
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+ }
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+ // *************************************************************************
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+ // SimpleApplication methods
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+
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+ /**
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+ * Initialize this application.
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+ */
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+ @Override
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+ public void simpleInitApp() {
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+ configureCamera();
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+ configureMaterials();
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+ viewPort.setBackgroundColor(ColorRGBA.Blue.clone());
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+ addLighting();
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+ configurePhysics();
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+ addWall();
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+ configureInputs();
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+ showHints();
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+ }
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+ // *************************************************************************
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+ // private methods
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+
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+ /**
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+ * Add lighting to the scene.
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+ */
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+ private void addLighting() {
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+ ColorRGBA ambientColor = new ColorRGBA(0.2f, 0.2f, 0.2f, 1f);
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+ AmbientLight ambient = new AmbientLight(ambientColor);
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+ rootNode.addLight(ambient);
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+
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+ Vector3f direction = new Vector3f(1f, -2f, -2f).normalizeLocal();
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+ ColorRGBA sunColor = new ColorRGBA(0.5f, 0.5f, 0.5f, 1f);
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+ DirectionalLight sun = new DirectionalLight(direction, sunColor);
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+ rootNode.addLight(sun);
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+ }
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+
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+ /**
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+ * Add a thin wall to the scene and physics space.
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+ */
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+ private void addWall() {
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+ float thickness = 0.1f;
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+ Box wallMesh = new Box(10f, 10f, thickness);
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+ Geometry geometry = new Geometry("wall", wallMesh);
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+ rootNode.attachChild(geometry);
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+ geometry.setMaterial(wallMaterial);
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+
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+ float mass = 0f; // static rigid body
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+ RigidBodyControl physicsControl = new RigidBodyControl(mass);
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+ geometry.addControl(physicsControl);
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+
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+ physicsControl.setRestitution(0.8f);
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+ physicsSpace.add(physicsControl);
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+ }
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+
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+ /**
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+ * Configure the camera during startup.
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+ */
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+ private void configureCamera() {
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+ float fHeight = cam.getFrustumTop() - cam.getFrustumBottom();
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+ float fWidth = cam.getFrustumRight() - cam.getFrustumLeft();
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+ float fAspect = fWidth / fHeight;
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+ float yDegrees = 45f;
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+ float near = 0.2f;
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+ float far = 100f;
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+ cam.setFrustumPerspective(yDegrees, fAspect, near, far);
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+
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+ flyCam.setDragToRotate(true);
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+ flyCam.setMoveSpeed(200f);
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+
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+ cam.setLocation(new Vector3f(-2f, 2f, 30f));
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+ cam.setRotation(new Quaternion(0f, 1f, 0f, 0f));
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+ }
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+
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+ /**
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+ * Configure the InputManager during startup.
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+ */
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+ private void configureInputs() {
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+ final String launchActionName = "launch";
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+ ActionListener actionListener = new ActionListener() {
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+ @Override
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+ public void onAction(String name, boolean ongoing, float tpf) {
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+ if (ongoing) {
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+ if (name.equals(launchActionName)) {
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+ launchProjectile();
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+ }
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+ }
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+ }
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+ };
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+
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+ Trigger bTrigger = new KeyTrigger(KeyInput.KEY_B);
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+ Trigger rmbTrigger = new MouseButtonTrigger(MouseInput.BUTTON_RIGHT);
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+ inputManager.addMapping(launchActionName, bTrigger, rmbTrigger);
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+ inputManager.addListener(actionListener, launchActionName);
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+ }
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+
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+ /**
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+ * Configure materials during startup.
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+ */
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+ private void configureMaterials() {
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+ wallMaterial = new Material(assetManager,
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+ "Common/MatDefs/Misc/Unshaded.j3md");
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+ wallMaterial.setColor("Color", ColorRGBA.White.clone());
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+ wallMaterial.getAdditionalRenderState().setWireframe(true);
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+
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+ projectileMaterial = new Material(assetManager,
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+ "Common/MatDefs/Light/Lighting.j3md");
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+ projectileMaterial.setBoolean("UseMaterialColors", true);
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+ projectileMaterial.setColor("Ambient", ColorRGBA.Red.clone());
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+ projectileMaterial.setColor("Diffuse", ColorRGBA.Red.clone());
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+ projectileMaterial.setColor("Specular", ColorRGBA.Black.clone());
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+ }
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+
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+ /**
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+ * Configure physics during startup.
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+ */
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+ private void configurePhysics() {
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+ BulletAppState bulletAppState = new BulletAppState();
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+ stateManager.attach(bulletAppState);
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+ physicsSpace = bulletAppState.getPhysicsSpace();
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+ Vector3f gravityVector = new Vector3f(0f, -30f, 0f);
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+ physicsSpace.setGravity(gravityVector);
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+ }
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+
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+ /**
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+ * Add a projectile to the scene and physics space. Its initial position and
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+ * velocity are determined by the camera the and mouse pointer.
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+ */
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+ private void launchProjectile() {
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+ Vector2f screenXY = inputManager.getCursorPosition();
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+ float nearZ = 0f;
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+ Vector3f nearLocation = cam.getWorldCoordinates(screenXY, nearZ);
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+ float farZ = 1f;
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+ Vector3f farLocation = cam.getWorldCoordinates(screenXY, farZ);
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+ Vector3f direction = farLocation.subtract(nearLocation);
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+ direction.normalizeLocal();
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+
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+ Geometry geometry = new Geometry("projectile", projectileMesh);
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+ rootNode.attachChild(geometry);
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+ geometry.setLocalTranslation(nearLocation);
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+ geometry.setMaterial(projectileMaterial);
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+
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+ float mass = 1f;
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+ RigidBodyControl physicsControl = new RigidBodyControl(mass);
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+ geometry.addControl(physicsControl);
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+
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+ physicsControl.setCcdMotionThreshold(0.01f);
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+ physicsControl.setCcdSweptSphereRadius(projectileRadius);
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+ physicsControl.setCollisionGroup(
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+ PhysicsCollisionObject.COLLISION_GROUP_02);
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+ physicsControl.setCollideWithGroups(
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+ PhysicsCollisionObject.COLLISION_GROUP_02);
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+ physicsControl.setRestitution(0.8f);
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+
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+ float projectileSpeed = 250f; // physics-space units per second
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+ Vector3f initialVelocity = direction.mult(projectileSpeed);
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+ physicsControl.setLinearVelocity(initialVelocity);
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+
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+ physicsSpace.add(physicsControl);
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+ }
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+
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+ /**
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+ * Attach hint text to the GUI node.
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+ */
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+ private void showHints() {
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+ guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
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+
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+ int numLines = 4;
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+ BitmapText lines[] = new BitmapText[numLines];
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+ for (int lineIndex = 0; lineIndex < numLines; ++lineIndex) {
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+ lines[lineIndex] = new BitmapText(guiFont);
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+ }
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+
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+ lines[0].setText("Test for jMonkeyEngine issue #1283");
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+ lines[1].setText("Click RMB or press the B key to shoot a ball.");
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+ lines[2].setText("Use W/A/S/D/Q/Z keys to move the camera.");
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+ lines[3].setText("F5: toggle render statistics,"
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+ + " C: print camera position, M: print memory statistics");
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+
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+ float textHeight = guiFont.getCharSet().getLineHeight();
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+ float viewHeight = cam.getHeight();
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+ float viewWidth = cam.getWidth();
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+ for (int lineIndex = 0; lineIndex < numLines; ++lineIndex) {
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+ float lineWidth = lines[lineIndex].getLineWidth();
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+ float leftX = Math.round((viewWidth - lineWidth) / 2f);
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+ float topY = viewHeight - lineIndex * textHeight;
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+ lines[lineIndex].setLocalTranslation(leftX, topY, 0f);
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+ guiNode.attachChild(lines[lineIndex]);
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+ }
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+ }
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+}
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