Examples of RigidBody


Examples of com.bulletphysics.dynamics.RigidBody

      CollisionWorld.ClosestRayResultCallback rayCallback = new CollisionWorld.ClosestRayResultCallback(
          cameraPosition, rayTo);
      myWorld.rayTest(cameraPosition, rayTo, rayCallback);
      if (rayCallback.hasHit()) {

        RigidBody body = RigidBody.upcast(rayCallback.collisionObject);
        if (body != null) {

          return body;
        } else {
          return null;
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Examples of com.bulletphysics.dynamics.RigidBody

    // capabilities, and only synchronizes 'active' objects
    DefaultMotionState myMotionState2 = new DefaultMotionState(
        planeTransform);
    RigidBodyConstructionInfo rbInfo2 = new RigidBodyConstructionInfo(0,
        myMotionState2, constrainPlane, localInertia2);
    RigidBody body2 = new RigidBody(rbInfo2);
    this.constrainPlane2D = body2;

    // We can also use DemoApplication::localCreateRigidBody, but for
    // clarity it is provided here:
    {
      float mass = 0f;

      // rigidbody is dynamic if and only if mass is non zero, otherwise
      // static
      boolean isDynamic = (mass != 0f);

      Vector3f localInertia = new Vector3f(0, 0, 0);
      if (isDynamic) {
        groundShape.calculateLocalInertia(mass, localInertia);
      }

      // using motionstate is recommended, it provides interpolation
      // capabilities, and only synchronizes 'active' objects
      DefaultMotionState myMotionState = new DefaultMotionState(
          groundTransform);
      RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(
          mass, myMotionState, groundShape, localInertia);
       groundBody = new RigidBody(rbInfo);

      this.addGround();
     
    }
/*
 
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Examples of com.bulletphysics.dynamics.RigidBody

      CollisionWorld.ClosestRayResultCallback rayCallback = new CollisionWorld.ClosestRayResultCallback(
          cameraPosition, rayTo);
      myWorld.rayTest(cameraPosition, rayTo, rayCallback);
      if (rayCallback.hasHit()) {

        RigidBody body = RigidBody.upcast(rayCallback.collisionObject);
        if (body != null) {

          //if physics is off turn it on
          //if(  !SETTINGS.physics_on)
          //  SETTINGS.physics_on = true;

          // other exclusions?
          if (!(body.isStaticObject() || body.isKinematicObject())) {
            pickedBody = body;
            pickedBody
                .setActivationState(CollisionObject.DISABLE_DEACTIVATION);

            Vector3f pickPos = new Vector3f(
                rayCallback.hitPointWorld);

            Transform tmpTrans = body
                .getCenterOfMassTransform(new Transform());
            tmpTrans.inverse();
            Vector3f localPivot = new Vector3f(pickPos);
            tmpTrans.transform(localPivot);
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Examples of com.bulletphysics.dynamics.RigidBody

    Iterator ite = myWorld.getCollisionObjectArray().iterator();

    while (ite.hasNext()) {

      RigidBody rBody = (RigidBody) ite.next();

      Transform myTransform = new Transform();
      myTransform = rBody.getMotionState().getWorldTransform(myTransform);

      g.pushMatrix();

      g.translate(myTransform.origin.x, myTransform.origin.y,
          myTransform.origin.z);

      g.applyMatrix(myTransform.basis.m00, myTransform.basis.m01,
          myTransform.basis.m02, 0, myTransform.basis.m10,
          myTransform.basis.m11, myTransform.basis.m12, 0,
          myTransform.basis.m20, myTransform.basis.m21,
          myTransform.basis.m22, 0, 0, 0, 0, 1);
      // rBody.
      // rBody.
      // System.out.println(myTransform.origin.y);
      // fill(fallRigidBody.c);
      // do the actual drawing of the object

      CollisionShape col = rBody.getCollisionShape();
      //if (col.isPolyhedral()) {
        Vector3f posP = new Vector3f();
        float[] sizeP = { 0 };
        col.getBoundingSphere(posP, sizeP);
        g.pushMatrix();
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Examples of com.bulletphysics.dynamics.RigidBody

    //myWorld.getGravity(gravity);
    myWorld.setGravity(new Vector3f(0, 0, 0));

    Iterator ite = myWorld.getCollisionObjectArray().iterator();
    while (ite.hasNext()) {
      RigidBody rBody = (RigidBody) ite.next();
      // rBody.setCollisionFlags(CollisionFlags.NO_CONTACT_RESPONSE);
      rBody.clearForces();
      rBody.setAngularVelocity(new Vector3f(0, 0, 0));
      rBody.setLinearVelocity(new Vector3f(0, 0, 0));
      rBody.clearForces();
      rBody.activate(false);

    }

    float ms = getDeltaTimeMicroseconds();

    //if(ms > 100)
    try {
      myWorld.stepSimulation(ms / 1000f);
    } catch (Exception ex) {
    }

    ite = myWorld.getCollisionObjectArray().iterator();

    while (ite.hasNext()) {
      RigidBody rBody = (RigidBody) ite.next();
      rBody.activate(true);
      // rBody.setCollisionFlags(CollisionFlags);

    }
    myWorld.setGravity(new Vector3f(0, SETTINGS.gravity, 0));
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Examples of com.bulletphysics.dynamics.RigidBody

      localA.origin.set(0f, 0f, 0f);

      localB.origin.set(0f, 0f, 0f);

      CollisionShape ZeroShape = null;
      GLOBAL.jBullet.ZeroBody = new RigidBody(0.0f, null, ZeroShape);

      Transform Rotation = new Transform();
      Rotation.setIdentity();
      GLOBAL.jBullet.ZeroBody.setWorldTransform(Rotation);
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Examples of com.bulletphysics.dynamics.RigidBody

    }
  }

  public void dragScale(float mouseX, float mouseY) {
    this.freeze();
    RigidBody body = GLOBAL.jBullet.getOver(mouseX, mouseY);

    if (body == bodies[BodyPart.BODYPART_PELVIS.ordinal()]
        || body == bodies[BodyPart.BODYPART_SPINE.ordinal()]
        || body == bodies[BodyPart.BODYPART_HEAD.ordinal()]
        || body == bodies[BodyPart.BODYPART_LEFT_UPPER_LEG.ordinal()]
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Examples of com.bulletphysics.dynamics.RigidBody

    DefaultMotionState myMotionState = new DefaultMotionState(
        startTransform);
    RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass,
        myMotionState, shape, localInertia);
    rbInfo.additionalDamping = true;
    RigidBody body = new RigidBody(rbInfo);

    ownerWorld.addRigidBody(body);

    return body;
  }
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Examples of com.bulletphysics.dynamics.RigidBody

      localA.origin.set(0f, 0f, 0f);

      localB.origin.set(0f, 0f, 0f);

      CollisionShape ZeroShape = null;
      GLOBAL.jBullet.ZeroBody = new RigidBody(0.0f, null, ZeroShape);

      Transform Rotation = new Transform();
      Rotation.setIdentity();
      GLOBAL.jBullet.ZeroBody.setWorldTransform(Rotation);
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Examples of com.bulletphysics.dynamics.RigidBody

    DefaultMotionState myMotionState = new DefaultMotionState(
        startTransform);
    RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass,
        myMotionState, shape, localInertia);
    rbInfo.additionalDamping = true;
    RigidBody body = new RigidBody(rbInfo);

    ownerWorld.addRigidBody(body);

    return body;
  }
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