떨어져 CCD를 설정합니다 감지 및 표준 충돌 감지를 사용합니다. 그것은 두 세트의 공을 발사합니다. 하나는 빠르며 다른 하나는 천천히 회전하고 5 초 간격으로 ccd를 켜고 끕니다. 느린 볼은 항상 종이와 충돌합니다. 빠른 속도는 ccd가 켜져있을 때만 가능합니다. 공 두 세트의 연속적인 검출을 import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.font.BitmapText;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
public class BulletTest extends SimpleApplication {
public static void main(String args[]) {
BulletTest app = new BulletTest();
app.start();
}
/** Prepare the Physics Application State (jBullet) */
private BulletAppState bulletAppState;
/** Prepare Materials */
Material wall_mat;
Material slow_mat;
Material fast_mat;
Material floor_mat;
private RigidBodyControl brick_phy;
private static final Box box;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for wall */
private static final float brickLength = 2f;
private static final float brickWidth = 0.015f;
private static final float brickHeight = 1f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.1f, true, false);
/** Initialize the brick geometry */
box = new Box(brickWidth, brickHeight, brickLength);
/** Initialize the floor geometry */
floor = new Box(10f, 0.1f, 5f);
}
@Override
public void simpleInitApp() {
/** Set up Physics Game */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
/** Configure cam to look at scene */
cam.setLocation(new Vector3f(0, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
/** Initialize the scene, materials, and physics space */
initMaterials();
initWall();
initFloor();
setUpHUDText();
}
public static final float FIREPERIOD=0.5f;
double fireTimer=0;
public static final float SWEEPPERIOD=5f;
double sweepTimer=0;
boolean continuouslySweeping=true;
@Override
public void simpleUpdate(float tpf) {
fireTimer+=tpf;
sweepTimer+=tpf;
if (sweepTimer>SWEEPPERIOD){
sweepTimer=0;
continuouslySweeping=!continuouslySweeping;
}
hudText.setText("ContinouslySweeping=" + continuouslySweeping + "(" + (int)(SWEEPPERIOD-sweepTimer) + ")");
if (fireTimer>FIREPERIOD){
fireTimer=0;
makeCannonBall(new Vector3f(-4,3,0),new Vector3f(6,4,0),slow_mat,continuouslySweeping); //slow arcing ball
makeCannonBall(new Vector3f(-4,3,-0.5f),new Vector3f(10,1,0),fast_mat,continuouslySweeping); //fast straight ball
}
}
public BitmapText hudText;
private void setUpHUDText(){
hudText = new BitmapText(guiFont, false);
hudText.setSize(guiFont.getCharSet().getRenderedSize()); // font size
hudText.setColor(ColorRGBA.White); // font color
hudText.setText("ContinouslySweeping=true"); // the text
hudText.setLocalTranslation(300, hudText.getLineHeight(), 0); // position
guiNode.attachChild(hudText);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
wall_mat.setColor("Color", ColorRGBA.Blue);
fast_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
fast_mat.setColor("Color", ColorRGBA.Red);
slow_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
slow_mat.setColor("Color", ColorRGBA.Green);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
floor_mat.setColor("Color", ColorRGBA.Gray);
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** This loop builds a wall out of individual bricks. */
public void initWall() {
Vector3f location=new Vector3f(2,2,0);
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(location);
//paper thin objects will fall down, mass 0 clamps it in position
brick_phy = new RigidBodyControl(0);
/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}
public void makeCannonBall(Vector3f startPoint, Vector3f initialVelocity, Material material, boolean continuouslySwept) {
/** Create a cannon ball geometry and attach to scene graph. */
Geometry ball_geo = new Geometry("cannon ball", sphere);
ball_geo.setMaterial(material);
rootNode.attachChild(ball_geo);
/** Position the cannon ball */
ball_geo.setLocalTranslation(startPoint);
/** Make the ball physcial with a mass > 0.0f */
RigidBodyControl ball_phy = new RigidBodyControl(1f);
/** Add physical ball to physics space. */
ball_geo.addControl(ball_phy);
bulletAppState.getPhysicsSpace().add(ball_phy);
/** Accelerate the physcial ball to shoot it. */
ball_phy.setLinearVelocity(initialVelocity);
if (continuouslySwept){
ball_phy.setCcdMotionThreshold(0.015f);
ball_phy.setCcdSweptSphereRadius(0.01f);
}
}
}
는 (공은 좌측 상단에서 입력) 예상 바운스 :

연속 검출을 공 (적색)의 신속한 세트 꺼짐 통과 종이는 없었다 (아주 가끔 느린 하나 (녹색)도 않습니다)처럼 :

NB :이 코드가 느슨하게 추가 기능과 함께 hello physics 코드를 기반으로 advanced physics
이 예제는 매우 좋습니다!나는 340f로 멀티 임펄스를 만들었고 여전히 효과가있었습니다! 그 코드는 실제로 JME 테스트 저장소에있을 수 있습니다. 나 또한 우리가 원할만큼 디버그 모드로 테스트를 쉽게 진행할 수 있도록 20 시까 지 볼을 종료하는 데 제한을 추가했습니다. :) –