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apps: add the HelloStaticBody app
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stephengold committed Jun 23, 2024
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/*
Copyright (c) 2020-2024 Stephen Gold
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3utilities.tutorial;

import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.objects.PhysicsBody;
import com.jme3.bullet.objects.PhysicsRigidBody;
import com.jme3.math.Vector3f;

/**
* A simple example combining static and dynamic rigid bodies.
* <p>
* Builds upon HelloRigidBody.
*
* @author Stephen Gold [email protected]
*/
public class HelloStaticBody extends SimpleApplication {
// *************************************************************************
// constructors

/**
* Instantiate the HelloStaticBody application.
* <p>
* This no-arg constructor was made explicit to avoid javadoc warnings from
* JDK 18+.
*/
public HelloStaticBody() {
// do nothing
}
// *************************************************************************
// new methods exposed

/**
* Main entry point for the HelloStaticBody application.
*
* @param arguments array of command-line arguments (not null)
*/
public static void main(String[] arguments) {
HelloStaticBody application = new HelloStaticBody();
application.start();
}
// *************************************************************************
// SimpleApplication methods

/**
* Initialize the application. Invoked once.
*/
@Override
public void simpleInitApp() {
// Attach a BulletAppState and create a physics space:
BulletAppState bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
PhysicsSpace physicsSpace = bulletAppState.getPhysicsSpace();

// Enable debug visualization to reveal what occurs in physics space.
bulletAppState.setDebugEnabled(true);

// Create a CollisionShape for balls.
float ballRadius = 1f;
CollisionShape ballShape = new SphereCollisionShape(ballRadius);

// Create a dynamic body and add it to the space.
float mass = 2f;
PhysicsRigidBody dynaBall = new PhysicsRigidBody(ballShape, mass);
physicsSpace.addCollisionObject(dynaBall);

// Create a static body and add it to the space.
PhysicsRigidBody statBall
= new PhysicsRigidBody(ballShape, PhysicsBody.massForStatic);
physicsSpace.addCollisionObject(statBall);

// Position the balls in physics space.
dynaBall.setPhysicsLocation(new Vector3f(0f, 4f, 0f));
statBall.setPhysicsLocation(new Vector3f(0.1f, 0f, 0f));

// BulletAppState drives the physics simulation...
}
}

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