我正在尝试在3d中创建弹跳球uisng libgdx的程序。我完全初学者刚刚开始在libgdx上进行操作。我能够检测球拍和球却无力间的冲突让它反弹使用bullet3d物理弹跳在libgdx中的球
Here is my complete code
public class Main implements ApplicationListener {
final static short GROUND_FLAG = 1 << 8;
final static short OBJECT_FLAG = 1 << 9;
final static short ALL_FLAG = -1;
class MyContactListener extends ContactListener {
@Override
public boolean onContactAdded(int userValue0, int partId0, int index0,
int userValue1, int partId1, int index1) {
//instances.get(userValue0).moving = false;
//instances.get(userValue1).moving = false;
return true;
}
}
static class MyMotionState extends btMotionState {
Matrix4 transform;
@Override
public void getWorldTransform(Matrix4 worldTrans) {
worldTrans.set(transform);
}
@Override
public void setWorldTransform(Matrix4 worldTrans) {
transform.set(worldTrans);
}
}
static class GameObject extends ModelInstance implements Disposable {
public final btRigidBody body;
public boolean moving;
public final MyMotionState motionState;
public GameObject(Model model, String node,
btRigidBody.btRigidBodyConstructionInfo constructionInfo) {
super(model, node);
motionState = new MyMotionState();
motionState.transform = transform;
body = new btRigidBody(constructionInfo);
body.setMotionState(motionState);
}
@Override
public void dispose() {
// TODO Auto-generated method stub
body.dispose();
motionState.dispose();
}
static class Constructor implements Disposable {
public final Model model;
public final String node;
public final btCollisionShape shape;
public final btRigidBody.btRigidBodyConstructionInfo constructionInfo;
public static Vector3 inertia = new Vector3();
public Constructor(Model model, String node,
btCollisionShape shape, float mass) {
this.model = model;
this.node = node;
this.shape = shape;
if (mass > 0f) {
shape.calculateLocalInertia(mass, inertia);
} else {
inertia.set(0, 0, 0);
}
this.constructionInfo = new btRigidBody.btRigidBodyConstructionInfo(
mass, null, shape, inertia);
}
public GameObject construct() {
return new GameObject(model, node, constructionInfo);
}
@Override
public void dispose() {
shape.dispose();
constructionInfo.dispose();
}
}
}
PerspectiveCamera camera;
Environment environment;
ModelBatch modelBatch;
Model model;
Array<GameObject> instances;
ArrayMap<String, GameObject.Constructor> constructors;
btCollisionConfiguration configuration;
btDispatcher dispatcher;
btBroadphaseInterface broadphaseInterface;
btDynamicsWorld dynamicWorld;
btConstraintSolver solver;
MyContactListener contactListener;
float spawTimer;
@Override
public void create() {
// TODO Auto-generated method stub
Bullet.init();
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f,
0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f,
-0.8f, -0.2f));
camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
camera.position.set(3f, 7f, 10f);
camera.lookAt(0, 4f, 0);
camera.near = 1f;
camera.far = 300f;
camera.update();
ModelBuilder builder = new ModelBuilder();
builder.begin();
builder.node().id = "ground";
builder.part("ground", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.RED))).box(5f,
1f, 5f);
builder.node().id = "sphere";
builder.part("sphere", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.GREEN)))
.sphere(1f, 1f, 1f, 10, 10);
model = builder.end();
constructors = new ArrayMap<String, Main.GameObject.Constructor>(
String.class, GameObject.Constructor.class);
constructors.put("ground", new GameObject.Constructor(model, "ground",
new btBoxShape(new Vector3(2.5f, .5f, 2.5f)), 0f));
constructors.put("ball", new GameObject.Constructor(model, "sphere",
new btSphereShape(0.5f), 3f));
configuration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(configuration);
solver = new btSequentialImpulseConstraintSolver();
broadphaseInterface = new btDbvtBroadphase();
dynamicWorld = new btDiscreteDynamicsWorld(dispatcher,
broadphaseInterface, solver, configuration);
dynamicWorld.setGravity(new Vector3(0, -10, 0));
contactListener = new MyContactListener();
instances = new Array<Main.GameObject>();
GameObject object = constructors.get("ground").construct();
object.body.setCollisionFlags(object.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_KINEMATIC_OBJECT);
instances.add(object);
dynamicWorld.addRigidBody(object.body);
object.body.setActivationState(Collision.DISABLE_DEACTIVATION);
createBall();
}
public void createBall() {
GameObject obj = constructors.get("ball").construct();
//obj.moving = true;
obj.transform.setFromEulerAngles(MathUtils.random(360f),
MathUtils.random(360f), MathUtils.random(360f));
obj.transform.trn(0f, 9f, 0f);
//obj.body.proceedToTransform(obj.transform);
obj.body.setRestitution(1.0f);
obj.body.setFriction(1.0f);
obj.body.setWorldTransform(obj.transform);
obj.body.setUserValue(instances.size);
obj.body.setCollisionFlags(obj.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
instances.add(obj);
// dynamicWorld.addCollisionObject(obj.body, OBJECT_FLAG, GROUND_FLAG);
dynamicWorld.addRigidBody(obj.body);
}
@Override
public void resize(int width, int height) {
}
float angle, speed = 10f;
@Override
public void render() {
// TODO Auto-generated method stub
final float delta = Gdx.graphics.getDeltaTime();
angle = (angle + delta+speed) % 360;
instances.get(0).transform.setTranslation(0f,MathUtils.sinDeg(angle),0f);
//instances.get(0).body.setWorldTransform(instances.get(0).transform);
dynamicWorld.stepSimulation(delta, 5, 1/60f);
Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1.f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(camera);
modelBatch.render(instances, environment);
modelBatch.end();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
// TODO Auto-generated method stub
for (GameObject obj : instances)
obj.dispose();
instances.clear();
for (GameObject.Constructor ctor : constructors.values())
ctor.dispose();
constructors.clear();
dynamicWorld.dispose();
solver.dispose();
broadphaseInterface.dispose();
dispatcher.dispose();
configuration.dispose();
contactListener.dispose();
modelBatch.dispose();
model.dispose();
}
}
}
这是我更新的代码,现在我能够反弹地面这不是我的目标,但我的目标是当它碰到代码申请移动的地面无法接球时弹跳球。请帮忙。
请检查编辑 –