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22 | daniel-mar | 1 | package test.fraktal3d; |
2 | import com.jme.app.SimpleGame; |
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3 | import com.jme.math.Vector3f; |
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4 | import com.jme.renderer.ColorRGBA; |
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5 | import com.jme.scene.shape.Sphere; |
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6 | import com.jme.scene.state.MaterialState; |
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7 | import com.jme.util.Timer; |
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8 | |||
9 | public class BouncingBall extends SimpleGame { |
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10 | |||
11 | // Modellvariablen |
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12 | private Room room = new Room(50, 50, 50, 1); |
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13 | private Vector3f mBallMove = new Vector3f();; |
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14 | private Sphere ball; |
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15 | |||
16 | // Kräfte |
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17 | private Vector3f g_mPerSec = new Vector3f(0, -9.81f, 0); |
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18 | private Vector3f bounceLoss_mPerSec = new Vector3f(0.99f, 0.9f, 0.99f); |
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19 | |||
20 | // Anfangswert |
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21 | private Vector3f v_mPerSec = new Vector3f(100, 0, 50); |
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22 | |||
23 | @Override |
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24 | protected void simpleInitGame() { |
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25 | this.ball = createBall("Ball", 50, 50, 2); |
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26 | |||
27 | // Scene einstellen |
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28 | // Kamaraentfernung erhöhen |
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29 | cam.setLocation(new Vector3f(0, 50, 150)); |
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30 | |||
31 | // Elemente an rootNode anhängen |
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32 | rootNode.attachChild(this.room.getRoomNode()); |
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33 | rootNode.attachChild(this.ball); |
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34 | } |
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35 | |||
36 | private Sphere createBall(String str, int zSam, int radSam, float radius) { |
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37 | Sphere ball = new Sphere(str, zSam, radSam, radius); |
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38 | ball.setLocalTranslation(this.mBallMove); |
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39 | |||
40 | MaterialState materialState = display.getRenderer() |
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41 | .createMaterialState(); |
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42 | |||
43 | float opacityAmount = 0.3f; |
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44 | materialState |
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45 | .setAmbient(new ColorRGBA(0.0f, 0.0f, 0.0f, opacityAmount)); |
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46 | materialState |
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47 | .setDiffuse(new ColorRGBA(0.1f, 0.5f, 0.8f, opacityAmount)); |
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48 | materialState |
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49 | .setSpecular(new ColorRGBA(1.0f, 1.0f, 1.0f, opacityAmount)); |
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50 | materialState.setShininess(128.0f); |
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51 | materialState |
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52 | .setEmissive(new ColorRGBA(0.0f, 0.0f, 0.0f, opacityAmount)); |
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53 | |||
54 | materialState.setEmissive(new ColorRGBA(0.5f, 0.0f, 0.0f, 0.1f)); |
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55 | |||
56 | ball.setRenderState(materialState); |
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57 | ball.updateRenderState(); |
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58 | |||
59 | this.mBallMove.y = room.getBorderPosition(RoomBorderEnum.UP).y |
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60 | - ball.getRadius(); |
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61 | this.mBallMove.x = room.getBorderPosition(RoomBorderEnum.LEFT).x |
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62 | + ball.getRadius(); |
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63 | this.mBallMove.z = room.getBorderPosition(RoomBorderEnum.LEFT).z |
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64 | + ball.getRadius(); |
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65 | |||
66 | return ball; |
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67 | } |
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68 | |||
69 | @Override |
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70 | protected void simpleUpdate() { |
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71 | // Frames werden an die Systemzeit angepasst und für das realistische |
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72 | // Model variiert |
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73 | float time = Timer.getTimer().getTimePerFrame() * 4; |
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74 | |||
75 | calculateForces(this.mBallMove.x >= room |
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76 | .getBorderPosition(RoomBorderEnum.LEFT).x |
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77 | + ball.getRadius() |
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78 | && this.mBallMove.x <= room |
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79 | .getBorderPosition(RoomBorderEnum.RIGHT).x |
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80 | - ball.getRadius(), this.mBallMove.y >= room |
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81 | .getBorderPosition(RoomBorderEnum.DOWN).y |
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82 | + ball.getRadius() |
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83 | && this.mBallMove.y <= room |
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84 | .getBorderPosition(RoomBorderEnum.UP).y |
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85 | - ball.getRadius(), this.mBallMove.z >= room |
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86 | .getBorderPosition(RoomBorderEnum.BACK).z |
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87 | + ball.getRadius() |
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88 | && this.mBallMove.z <= room |
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89 | .getBorderPosition(RoomBorderEnum.FRONT).z |
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90 | - ball.getRadius(), time); |
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91 | |||
92 | this.mBallMove.addLocal(this.v_mPerSec.mult(time)); |
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93 | } |
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94 | |||
95 | private void calculateForces(boolean xCollision, boolean yCollision, |
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96 | boolean zCollision, float time) { |
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97 | |||
98 | // Kollision mit den Wänden |
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99 | if (!yCollision) { |
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100 | this.bounceLoss_mPerSec.mult(0.9f); |
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101 | |||
102 | this.v_mPerSec.x *= this.bounceLoss_mPerSec.x; |
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103 | this.v_mPerSec.y *= -this.bounceLoss_mPerSec.y; |
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104 | this.v_mPerSec.z *= this.bounceLoss_mPerSec.z; |
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105 | |||
106 | if (this.mBallMove.y < room.getBorderPosition(RoomBorderEnum.DOWN).y |
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107 | + ball.getRadius()) { |
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108 | this.mBallMove.y = room.getBorderPosition(RoomBorderEnum.DOWN).y |
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109 | + ball.getRadius(); |
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110 | |||
111 | } else { |
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112 | this.mBallMove.y = room.getBorderPosition(RoomBorderEnum.UP).y |
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113 | - ball.getRadius(); |
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114 | } |
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115 | |||
116 | } else if (!xCollision) { |
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117 | this.v_mPerSec.x *= -this.bounceLoss_mPerSec.y; |
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118 | this.v_mPerSec.y *= this.bounceLoss_mPerSec.x; |
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119 | this.v_mPerSec.z *= this.bounceLoss_mPerSec.z; |
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120 | |||
121 | if (this.mBallMove.x < room.getBorderPosition(RoomBorderEnum.LEFT).x |
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122 | + ball.getRadius()) { |
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123 | this.mBallMove.x = room.getBorderPosition(RoomBorderEnum.LEFT).x |
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124 | + ball.getRadius(); |
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125 | |||
126 | } else { |
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127 | this.mBallMove.x = room.getBorderPosition(RoomBorderEnum.RIGHT).x |
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128 | - ball.getRadius(); |
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129 | } |
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130 | } else if (!zCollision) { |
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131 | this.v_mPerSec.x *= this.bounceLoss_mPerSec.x; |
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132 | this.v_mPerSec.y *= this.bounceLoss_mPerSec.z; |
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133 | this.v_mPerSec.z *= -this.bounceLoss_mPerSec.y; |
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134 | |||
135 | if (this.mBallMove.z < room.getBorderPosition(RoomBorderEnum.BACK).z |
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136 | + ball.getRadius()) { |
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137 | this.mBallMove.z = room.getBorderPosition(RoomBorderEnum.BACK).z |
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138 | + ball.getRadius(); |
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139 | |||
140 | } else { |
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141 | this.mBallMove.z = room.getBorderPosition(RoomBorderEnum.FRONT).z |
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142 | - ball.getRadius(); |
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143 | } |
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144 | } |
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145 | |||
146 | // Kräfte setzen |
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147 | this.v_mPerSec.addLocal(this.g_mPerSec.mult(time)); |
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148 | |||
149 | } |
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150 | |||
151 | /** |
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152 | * @param args |
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153 | */ |
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154 | public static void main(String[] args) { |
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155 | BouncingBall ball = new BouncingBall(); |
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156 | ball.setConfigShowMode(ConfigShowMode.AlwaysShow); |
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157 | ball.start(); |
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158 | } |
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159 | } |