Help , HelloPhysics.java run fail in my phone

hi all



I try to install a project to my phone. But I found below logs. So how to fix it? My main class is HelloPhysics.java. It woks fine in my PC. Thanks



I need your help,





Error log below.



12-12 12:08:42.181: INFO/ActivityManager(184): Displayed com.mycompany.mygame/.MainActivity: +1s401ms

12-12 12:08:42.181: ERROR/AndroidHarness(2096): SEVERE AndroidHarness 下午12:08:42 Exception thrown in Thread[GLThread 10,5,main]: at com.jme3.bullet.PhysicsSpace.createPhysicsSpace(Native)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.bullet.PhysicsSpace.create(146)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.bullet.PhysicsSpace.(138)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.bullet.BulletAppState.startPhysics(131)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.bullet.BulletAppState.stateAttached(158)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.app.state.AppStateManager.attach(127)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at mygame.Main.simpleInitApp(65)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.app.SimpleApplication.initialize(231)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.system.android.OGLESContext.initInThread(260)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at com.jme3.system.android.OGLESContext.onSurfaceCreated(211)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at android.opengl.GLSurfaceView$GLThread.guardedRun(1414)

12-12 12:08:42.181: ERROR/AndroidHarness(2096): at android.opengl.GLSurfaceView$GLThread.run(1184)







Class below , I change HelloPhysics to Main



package mygame;



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.input.MouseInput;

import com.jme3.input.controls.ActionListener;

import com.jme3.input.controls.MouseButtonTrigger;

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;



/**

  • Example 12 - how to give objects physical properties so they bounce and fall.
  • @author base code by double1984, updated by zathras

    /

    public class Main extends SimpleApplication {



    public static void main(String args[]) {

    Main app = new Main();

    app.start();

    }

    /
    * Prepare the Physics Application State (jBullet) /

    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 brick_phy;

    private static final Box box;

    private RigidBodyControl ball_phy;

    private static final Sphere sphere;

    private RigidBodyControl floor_phy;

    private static final Box floor;

    /
    * dimensions used for bricks and wall /

    private static final float brickLength = 0.48f;

    private static final float brickWidth = 0.24f;

    private static final float brickHeight = 0.12f;



    static {

    /
    * Initialize the cannon ball geometry /

    sphere = new Sphere(32, 32, 0.4f, true, false);

    sphere.setTextureMode(TextureMode.Projected);

    /
    * Initialize the brick geometry /

    box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);

    box.scaleTextureCoordinates(new Vector2f(1f, .5f));

    /
    * Initialize the floor geometry /

    floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);

    floor.scaleTextureCoordinates(new Vector2f(3, 6));

    }



    @Override

    public void simpleInitApp() {

    /
    * Set up Physics Game /

    bulletAppState = new BulletAppState();

    stateManager.attach(bulletAppState);

    //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);

    /
    * Initialize the scene, materials, inputs, and physics space /

    initInputs();

    initMaterials();

    initWall();

    initFloor();

    initCrossHairs();

    }



    /
    * Add InputManager action: Left click triggers shooting. */

    private void initInputs() {

    inputManager.addMapping(“shoot”,

    new MouseButtonTrigger(MouseInput.BUTTON_LEFT));

    inputManager.addListener(actionListener, “shoot”);

    }

    /**
  • 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() {

    Geometry floor_geo = new Geometry(“Floor”, floor);

    floor_geo.setMaterial(floor_mat);

    floor_geo.setLocalTranslation(0, -0.1f, 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);

    }



    /
    * This loop builds a wall out of individual bricks. /

    public void initWall() {

    float startpt = brickLength / 4;

    float height = 0;

    for (int j = 0; j < 15; j++) {

    for (int i = 0; i < 6; i++) {

    Vector3f vt =

    new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0);

    makeBrick(vt);

    }

    startpt = -startpt;

    height += 2 * brickHeight;

    }

    }



    /
    * This method creates one individual physical brick. /

    public void makeBrick(Vector3f loc) {

    /
    * Create a brick geometry and attach to scene graph. /

    Geometry brick_geo = new Geometry(“brick”, box);

    brick_geo.setMaterial(wall_mat);

    rootNode.attachChild(brick_geo);

    /
    * Position the brick geometry /

    brick_geo.setLocalTranslation(loc);

    /
    * Make brick physical with a mass > 0.0f. /

    brick_phy = new RigidBodyControl(2f);

    /
    * Add physical brick to physics space. /

    brick_geo.addControl(brick_phy);

    bulletAppState.getPhysicsSpace().add(brick_phy);

    }



    /
    * 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);

    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);

    bulletAppState.getPhysicsSpace().add(ball_phy);

    /
    * Accelerate the physcial ball to shoot it. /

    //移动

    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 :slight_smile:

    ch.setLocalTranslation( // center

    settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,

    settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);

    guiNode.attachChild(ch);

    }

    }

How you created the android application? You are probably missing the bullet binaries.

hi



I install the test apk to my another phone(android 2.2.1). It works fine. I think it is not missing bullet binaries.



It do not work in Android 3.2.



Why ?