/* * To change this template, choose Tools | Templates * and open the template in the editor. */ package jme3test.bullet; import com.jme3.app.SimpleApplication; import com.jme3.bullet.BulletAppState; import com.jme3.bullet.PhysicsSpace; import com.jme3.bullet.collision.shapes.MeshCollisionShape; import com.jme3.bullet.collision.shapes.PlaneCollisionShape; import com.jme3.bullet.collision.shapes.SphereCollisionShape; import com.jme3.bullet.control.RigidBodyControl; import com.jme3.math.Plane; import com.jme3.math.Vector3f; import com.jme3.scene.Node; import com.jme3.scene.shape.Sphere; /** * * @author Nehon */ public class TestKinematicAddToPhysicsSpaceIssue extends SimpleApplication { public static void main(String[] args) { TestKinematicAddToPhysicsSpaceIssue app = new TestKinematicAddToPhysicsSpaceIssue(); app.start(); } BulletAppState bulletAppState; @Override public void simpleInitApp() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.getPhysicsSpace().enableDebug(assetManager); // Add a physics sphere to the world Node physicsSphere = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); physicsSphere.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(3, 6, 0)); rootNode.attachChild(physicsSphere); //Setting the rigidBody to kinematic before adding it to the physic space physicsSphere.getControl(RigidBodyControl.class).setKinematic(true); //adding it to the physic space getPhysicsSpace().add(physicsSphere); //Making it not kinematic again, it should fall under gravity, it doesn't physicsSphere.getControl(RigidBodyControl.class).setKinematic(false); // Add a physics sphere to the world using the collision shape from sphere one Node physicsSphere2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new SphereCollisionShape(1), 1); physicsSphere2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(5, 6, 0)); rootNode.attachChild(physicsSphere2); //Adding the rigid body to physic space getPhysicsSpace().add(physicsSphere2); //making it kinematic physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false); //Making it not kinematic again, it works properly, the rigidbody is affected by grvity. physicsSphere2.getControl(RigidBodyControl.class).setKinematic(false); // an obstacle mesh, does not move (mass=0) Node node2 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new MeshCollisionShape(new Sphere(16, 16, 1.2f)), 0); node2.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(2.5f, -4, 0f)); rootNode.attachChild(node2); getPhysicsSpace().add(node2); // the floor mesh, does not move (mass=0) Node node3 = PhysicsTestHelper.createPhysicsTestNode(assetManager, new PlaneCollisionShape(new Plane(new Vector3f(0, 1, 0), 0)), 0); node3.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0f, -6, 0f)); rootNode.attachChild(node3); getPhysicsSpace().add(node3); } private PhysicsSpace getPhysicsSpace() { return bulletAppState.getPhysicsSpace(); } }