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examples/basic/core/src/main/java/jolt/example/basic/BasicExample.java
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package jolt.example.basic; | ||
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import com.badlogic.gdx.ScreenAdapter; | ||
import com.badlogic.gdx.math.MathUtils; | ||
import com.badlogic.gdx.utils.ScreenUtils; | ||
import jolt.JoltInterface; | ||
import jolt.JoltSettings; | ||
import jolt.MeshShapeSettings; | ||
import jolt.PhysicsMaterialList; | ||
import jolt.RVec3; | ||
import jolt.TriangleList; | ||
import jolt.jolt.geometry.Triangle; | ||
import jolt.jolt.math.Quat; | ||
import jolt.jolt.physics.PhysicsSystem; | ||
import jolt.jolt.physics.body.Body; | ||
import jolt.jolt.physics.body.BodyCreationSettings; | ||
import jolt.jolt.physics.body.BodyInterface; | ||
import jolt.jolt.physics.collision.ObjectLayerPairFilterTable; | ||
import jolt.jolt.physics.collision.broadphase.BroadPhaseLayer; | ||
import jolt.jolt.physics.collision.broadphase.BroadPhaseLayerInterfaceTable; | ||
import jolt.jolt.physics.collision.broadphase.ObjectVsBroadPhaseLayerFilterTable; | ||
import static jolt.EMotionType.EMotionType_Static; | ||
import static jolt.jolt.physics.EActivation.EActivation_Activate; | ||
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public class BasicExample extends ScreenAdapter { | ||
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// Object layers | ||
static int LAYER_NON_MOVING = 0; | ||
static int LAYER_MOVING = 1; | ||
static int NUM_OBJECT_LAYERS = 2; | ||
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private JoltInterface jolt; | ||
private PhysicsSystem physicsSystem; | ||
private BodyInterface bodyInterface; | ||
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@Override | ||
public void show() { | ||
super.show(); | ||
JoltSettings settings = new JoltSettings(); | ||
setupCollisionFiltering(settings); | ||
jolt = new JoltInterface(settings); | ||
settings.dispose(); | ||
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physicsSystem = jolt.GetPhysicsSystem(); | ||
bodyInterface = physicsSystem.GetBodyInterface(); | ||
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createMeshFloor(30, 1, 4, 0, 5, 0); | ||
} | ||
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@Override | ||
public void render(float delta) { | ||
ScreenUtils.clear(1, 1, 1, 1, true); | ||
// Don't go below 30 Hz to prevent spiral of death | ||
float deltaTime = (float)Math.min(delta, 1.0 / 30.0); | ||
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updatePhysics(deltaTime); | ||
} | ||
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private void setupCollisionFiltering(JoltSettings settings) { | ||
// Layer that objects can be in, determines which other objects it can collide with | ||
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more | ||
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation | ||
// but only if you do collision testing). | ||
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ObjectLayerPairFilterTable objectFilter = new ObjectLayerPairFilterTable(NUM_OBJECT_LAYERS); | ||
objectFilter.EnableCollision(LAYER_NON_MOVING, LAYER_MOVING); | ||
objectFilter.EnableCollision(LAYER_MOVING, LAYER_MOVING); | ||
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// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have | ||
// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame. | ||
// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have | ||
// many object layers you'll be creating many broad phase trees, which is not efficient. | ||
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BroadPhaseLayer BP_LAYER_NON_MOVING = new BroadPhaseLayer((short)0); | ||
BroadPhaseLayer BP_LAYER_MOVING = new BroadPhaseLayer((short)1); | ||
int NUM_BROAD_PHASE_LAYERS = 2; | ||
BroadPhaseLayerInterfaceTable bpInterface = new BroadPhaseLayerInterfaceTable(NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS); | ||
bpInterface.MapObjectToBroadPhaseLayer(LAYER_NON_MOVING, BP_LAYER_NON_MOVING); | ||
bpInterface.MapObjectToBroadPhaseLayer(LAYER_MOVING, BP_LAYER_MOVING); | ||
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settings.set_mObjectLayerPairFilter(objectFilter); | ||
settings.set_mBroadPhaseLayerInterface(bpInterface); | ||
ObjectVsBroadPhaseLayerFilterTable broadPhaseLayerFilter = new ObjectVsBroadPhaseLayerFilterTable(settings.get_mBroadPhaseLayerInterface(), NUM_BROAD_PHASE_LAYERS, settings.get_mObjectLayerPairFilter(), NUM_OBJECT_LAYERS); | ||
settings.set_mObjectVsBroadPhaseLayerFilter(broadPhaseLayerFilter); | ||
} | ||
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private void updatePhysics(float deltaTime) { | ||
// When running below 55 Hz, do 2 steps instead of 1 | ||
var numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1; | ||
jolt.Step(deltaTime, numSteps); | ||
} | ||
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private float height(float x, float y) { | ||
return MathUtils.sin(x / 2) * MathUtils.cos(y / 3); | ||
} | ||
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private void createMeshFloor(int n, int cellSize, int maxHeight, float posX, float posY, float posZ) { | ||
// Create regular grid of triangles | ||
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TriangleList triangles = new TriangleList(); | ||
triangles.resize(n * n * 2); | ||
for (int x = 0; x < n; ++x) | ||
for (int z = 0; z < n; ++z) { | ||
float center = n * cellSize / 2.0f; | ||
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float x1 = cellSize * x - center; | ||
float z1 = cellSize * z - center; | ||
float x2 = x1 + cellSize; | ||
float z2 = z1 + cellSize; | ||
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{ | ||
Triangle t = triangles.at((x * n + z) * 2); | ||
var v1 = t.get_mV(0); | ||
var v2 = t.get_mV(1); | ||
var v3 = t.get_mV(2); | ||
v1.set_x(x1); | ||
v1.set_y(height(x, z)); | ||
v1.set_z(z1); | ||
v2.set_x(x1); | ||
v2.set_y(height(x, z + 1)); | ||
v2.set_z(z2); | ||
v3.set_x(x2); | ||
v3.set_y(height(x + 1, z + 1)); | ||
v3.set_z(z2); | ||
} | ||
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{ | ||
var t = triangles.at((x * n + z) * 2 + 1); | ||
var v1 = t.get_mV(0); | ||
var v2 = t.get_mV(1); | ||
var v3 = t.get_mV(2); | ||
v1.set_x(x1); | ||
v1.set_y(height(x, z)); | ||
v1.set_z(z1); | ||
v2.set_x(x2); | ||
v2.set_y(height(x + 1, z + 1)); | ||
v2.set_z(z2); | ||
v3.set_x(x2); | ||
v3.set_y(height(x + 1, z)); | ||
v3.set_z(z1); | ||
} | ||
} | ||
var materials = new PhysicsMaterialList(); | ||
var shape = new MeshShapeSettings(triangles, materials).Create().Get(); | ||
triangles.dispose(); | ||
materials.dispose(); | ||
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// Create body | ||
var creationSettings = new BodyCreationSettings(shape, new RVec3(posX, posY, posZ), new Quat(0, 0, 0, 1), EMotionType_Static, LAYER_NON_MOVING); | ||
var body = bodyInterface.CreateBody(creationSettings); | ||
creationSettings.dispose(); | ||
addToScene(body, 0xc7c7c7); | ||
} | ||
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void addToScene(Body body, int color) { | ||
bodyInterface.AddBody(body.GetID(), EActivation_Activate); | ||
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// addToThreeScene(body, color); | ||
} | ||
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} |