I used a code from here , removed bricks and added a ceiling. Then I adjusted parameters to make all collisions elastic.When the sphere collides with a joints of walls or when 2 spheres collides with each other, there is a speed loss. If in the room there are a lot of spheres, gradually they are slowed down and stop. On what energy of spheres is spent?
[java]package jme3test.helloworld;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.TextureKey;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.font.BitmapText;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.math.ColorRGBA;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.KeyInput;
public class HelloJME3 extends SimpleApplication {
public static void main(String args[]) {
HelloJME3 app = new HelloJME3();
app.start();
}
private BulletAppState bulletAppState;
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
private RigidBodyControl wall_phy;
private static final Box wall;
static {
/** Initialize the cannon ball geometry /
sphere = new Sphere(32, 32, 0.2f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/* Initialize the floor geometry */
floor = new Box(5f, 0.8f, 5f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
wall = new Box(5f, 5f, 0.8f);
wall.scaleTextureCoordinates(new Vector2f(3, 6));
}
@Override
public void simpleInitApp() {
/** Set up Physics Game */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().setGravity(new Vector3f(0, 0, 0));
flyCam.setMoveSpeed(10);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
/** Configure cam to look at scene */
cam.setLocation(new Vector3f(0, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
/** Add InputManager action: Left click triggers shooting. */
inputManager.addMapping("shoot",
new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
inputManager.addListener(actionListener, "pause");
/** Initialize the scene, materials, and physics space */
initMaterials();
initFloor(0f);
initFloor(10f);
initWall();
initCrossHairs();
}
/**
- Every time the shoot action is triggered, a new cannon ball is produced.
- The ball is set up to fly from the camera position in the camera direction.
*/
private ActionListener actionListener = new ActionListener() {
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals(“shoot”) && !keyPressed) {
makeCannonBall();
}
}
};
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
TextureKey key = new TextureKey(“Textures/Terrain/BrickWall/BrickWall.jpg”);
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture(“ColorMap”, tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
/** Make a solid floor and add it to the scene. /
public void initFloor(float heigth) {
Geometry floor_geo = new Geometry(“Floor”, floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, heigth, 0);
this.rootNode.attachChild(floor_geo);
/ Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
floor_phy.setRestitution(1f);
floor_phy.setFriction(1f);
floor_phy.setKinematic(true);
}
/** Make a solid floor and add it to the scene. */
public void initWall() {
Vector3f loc = new Vector3f(0f, 5f, -5f);
makeWall(loc, false);
loc = new Vector3f(0f, 5f, 5f);
makeWall(loc, false);
loc = new Vector3f(5f, 5f, 0f);
makeWall(loc, true);
loc = new Vector3f(-5f, 5f, 0f);
makeWall(loc, true);
}
public void makeWall(Vector3f loc, boolean rotate) {
Geometry wall_geo = new Geometry(“Wall”, wall);
wall_geo.setMaterial(floor_mat);
wall_geo.setLocalTranslation(loc);
if (rotate) {
wall_geo.rotate(0, 3.1415f / 2, 0);
}
this.rootNode.attachChild(wall_geo);
/* Make the floor physical with mass 0.0f! */
wall_phy = new RigidBodyControl(0.0f);
wall_geo.addControl(wall_phy);
bulletAppState.getPhysicsSpace().add(wall_phy);
wall_phy.setKinematic(true);
wall_phy.setFriction(1f);
wall_phy.setRestitution(1f);
}
/** This method creates one individual physical cannon ball.
- By defaul, the ball is accelerated and flies
- from the camera position in the camera direction.*/
public void makeCannonBall() {
/** Create a cannon ball geometry and attach to scene graph. /
Geometry ball_geo = new Geometry(“cannon ball”, sphere);
Material mat1 = new Material(assetManager,
“Common/MatDefs/Misc/Unshaded.j3md”);
mat1.setColor(“Color”, ColorRGBA.Blue);
ball_geo.setMaterial(mat1);
//ball_geo.setMaterial(stone_mat);
rootNode.attachChild(ball_geo);
/* Position the cannon ball /
ball_geo.setLocalTranslation(cam.getLocation());
/* Make the ball physcial with a mass > 0.0f /
ball_phy = new RigidBodyControl(1f);
/* Add physical ball to physics space. /
ball_geo.addControl(ball_phy);
ball_phy.setRestitution(1.0f);
ball_phy.setKinematic(false);
ball_phy.setFriction(1.0f);
bulletAppState.getPhysicsSpace().add(ball_phy);
/* Accelerate the physcial ball to shoot it. */
ball_phy.setLinearVelocity(cam.getDirection().mult(25));
}
/** A plus sign used as crosshairs to help the player with aiming.*/
protected void initCrossHairs() {
guiNode.detachAllChildren();
guiFont = assetManager.loadFont(“Interface/Fonts/Default.fnt”);
BitmapText ch = new BitmapText(guiFont, false);
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
ch.setText("+"); // fake crosshairs
ch.setLocalTranslation( // center
settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
guiNode.attachChild(ch);
}
}
[/java]