[Java] [JBullet] [OpenGL ES3.2] 文本和物理碰撞
作者:互联网
提示
这里用的是JBullet物理引擎和javax的vecmath,可以从这里下载jbullet或者github上的OpenGLES3xGame
刚体
RigidObject.java
package com.Diamond.gl12;
import java.io.InputStream;
import android.renderscript.Float4;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.collision.shapes.BoxShape;
import android.renderscript.Float3;
import com.bulletphysics.linearmath.Transform;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
import com.bulletphysics.collision.shapes.CollisionShape;
import android.util.Log;
import android.renderscript.Matrix4f;
import com.Diamond.gl12.JBWorld;
public class RigidObject extends MyObj {
public RigidBody rb;
public RigidObject(InputStream is) {
super(is,new Float4(1,1,1,1));
}
public RigidObject(int vao,int vc) {
super(vao,vc);
}
public RigidObject bind(JBWorld world,float mass,CollisionShape shape) {
rb = JBUtil.createRigidBody(mass,getModelMatrixArray(),shape);
world.addRigidBody(rb);
return this;
}
public RigidObject bindStaticObject(JBWorld world,CollisionShape shape) {
Transform t = new Transform();
t.setIdentity();
t.origin.set(new Vector3f(0,0,0));
rb = JBUtil.createRigidBody(0,t,shape,new Vector3f(0,0,0));
world.addRigidBody(rb);
return this;
}
public Vector3f getHalf() {
Float3 scale = getScale();
return new Vector3f(scale.x / 2,scale.y / 2,scale.z / 2);
}
public RigidObject update() {
Transform t = rb.getMotionState().getWorldTransform(new Transform());
float[] matrix = new float[16];
t.getOpenGLMatrix(matrix);
setModelMatrix(new Matrix4f(matrix));
setPosition(JBUtil.toFloat3(t.origin));
Quat4f quat = new Quat4f();
t.getRotation(quat);
//我也不知道对不对,反正看起来像那么回事
setRotate(new Float3(quat.x * 360,quat.y * 360,quat.z * 360));
return this;
}
}
JBWorld.java
package com.Diamond.gl12;
import com.bulletphysics.dynamics.DiscreteDynamicsWorld;
import com.bulletphysics.collision.dispatch.CollisionConfiguration;
import com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration;
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
import com.bulletphysics.collision.broadphase.AxisSweep3;
import javax.vecmath.Vector3f;
import com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver;
import com.bulletphysics.dynamics.RigidBody;
class JBWorld {
private DiscreteDynamicsWorld mWorld;
private boolean mIsRun;
public static DiscreteDynamicsWorld createWorld() {
CollisionConfiguration cc = new DefaultCollisionConfiguration();
CollisionDispatcher cd = new CollisionDispatcher(cc);
AxisSweep3 as = new AxisSweep3(new Vector3f(-100, -100, -100), new Vector3f(100, 100, 100), 1024);
SequentialImpulseConstraintSolver sics = new SequentialImpulseConstraintSolver();
return new DiscreteDynamicsWorld(cd, as, sics, cc);
}
public static DiscreteDynamicsWorld createWorld(CollisionConfiguration cc, CollisionDispatcher cd, AxisSweep3 as, SequentialImpulseConstraintSolver sics) {
return new DiscreteDynamicsWorld(cd, as, sics, cc);
}
public JBWorld() {
mWorld = createWorld();
mWorld.setGravity(new Vector3f(0, -10, 0));
mIsRun = false;
}
public JBWorld(CollisionConfiguration cc, CollisionDispatcher cd, AxisSweep3 as, SequentialImpulseConstraintSolver sics) {
mWorld = createWorld(cc, cd, as, sics);
mWorld.setGravity(new Vector3f(0, -10, 0));
mIsRun = false;
}
public JBWorld setWorld(DiscreteDynamicsWorld world) {
mWorld = world;
return this;
}
public DiscreteDynamicsWorld getWorld() {
return mWorld;
}
public JBWorld addRigidBody(RigidBody rb) {
mWorld.addRigidBody(rb);
return this;
}
/*public JBWorld start() {
new Thread(){
@Override
public void run() {
while (true) {
try {
mWorld.stepSimulation(1.0f / 60.0f);
Thread.sleep((long)(1.0f / 60.0f * 1000));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}.start();
return this;
}*/
public JBWorld stepSimulation(float fps) {
mWorld.stepSimulation(1.0f / fps);
return this;
}
public JBWorld run(float fps) {
if(mIsRun) {
stepSimulation(fps);
}
return this;
}
public boolean isRun() {
return mIsRun;
}
public JBWorld start() {
mIsRun = true;
return this;
}
public JBWorld stop() {
mIsRun = false;
return this;
}
}
JBUtil.java
package com.Diamond.gl12;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.linearmath.Transform;
import javax.vecmath.Vector3f;
import com.bulletphysics.dynamics.RigidBodyConstructionInfo;
import com.bulletphysics.linearmath.MotionState;
import com.bulletphysics.linearmath.DefaultMotionState;
import android.renderscript.Float3;
import javax.vecmath.Matrix4f;
public class JBUtil {
public static RigidBody createRigidBody(float mass,MotionState motionState,CollisionShape shape,Vector3f inertia) {
RigidBodyConstructionInfo rbci = new RigidBodyConstructionInfo(mass,motionState,shape,inertia);
return new RigidBody(rbci);
}
public static RigidBody createRigidBody(float mass,Transform transform,CollisionShape shape,Vector3f inertia) {
DefaultMotionState dms = new DefaultMotionState(transform);
return createRigidBody(mass,dms,shape,inertia);
}
public static RigidBody createRigidBody(float mass,float[] modelMatrix,CollisionShape shape,Vector3f inertia) {
Transform t = new Transform();
t.setIdentity();
t.setFromOpenGLMatrix(modelMatrix);
return createRigidBody(mass,t,shape,inertia);
}
public static RigidBody createRigidBody(float mass,float[] modelMatrix,CollisionShape shape) {
Vector3f inertia = new Vector3f(0,0,0);
shape.calculateLocalInertia(mass,inertia);
return createRigidBody(mass,modelMatrix,shape,inertia);
}
public static Vector3f toVector3f(Float3 vec) {
return new Vector3f(vec.x,vec.y,vec.z);
}
public static Float3 toFloat3(Vector3f vec) {
return new Float3(vec.x,vec.y,vec.z);
}
}
p.s.gif大小竟然超了
文本
Text.java
package com.Diamond.gl12;
import android.opengl.GLES32;
import android.renderscript.Float4;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
public class Text extends Texture {
private String mTextString;
private Float4 mColor;
private float mTextSize;
public static final int TEXTURE_TYPE = GLES32.GL_TEXTURE_2D;
public Text() {
super(TEXTURE_TYPE);
mTextString = new String("");
mColor = new Float4(1,1,1,1);
mTextSize = 10;
}
public Text(String str) {
super(TEXTURE_TYPE);
mTextString = str;
mColor = new Float4(1,1,1,1);
mTextSize = 25;
bind(default_parameters,loadText(str,mColor,mTextSize,100,100));
}
public static Bitmap loadText(String string,Float4 color,float textSize,int width,int height) {
return loadText(string,color,textSize,Bitmap.createBitmap(width,height,Bitmap.Config.ARGB_8888));
}
public static Bitmap loadText(String string,Float4 color,float textSize,Bitmap bitmap) {
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
paint.setARGB((int)color.w * 255,(int)color.x * 255,(int)color.y * 252,(int)color.z * 255);
paint.setTextSize(textSize);
paint.setTypeface(null);
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
canvas.drawText(string,0,textSize,paint);
return bitmap;
}
public Text rebind() {
int id = genTexture();
setTextureID(id);
bind(default_parameters,loadText(mTextString,mColor,mTextSize,100,100));
return this;
}
public Text rebind(int[] parameters,Bitmap bitmap) {
int id = genTexture();
setTextureID(id);
bind(parameters,bitmap);
return this;
}
public Text setTextSize(float textSize) {
mTextSize = Math.abs(textSize);
rebind();
return this;
}
public float getTextSize() {
return mTextSize;
}
public Text setText(String str) {
mTextString = str;
rebind();
return this;
}
public String getText() {
return mTextString;
}
public Text setTextColor(Float4 color) {
mColor = color;
rebind();
return this;
}
public Float4 getTextColor() {
return mColor;
}
}
p.s.左下角那个是裁剪测试
标签:JBullet,Java,ES3.2,Vector3f,return,import,new,com,public 来源: https://blog.csdn.net/qq_53530146/article/details/122711786