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
ch.setLocalTranslation( // center
settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
guiNode.attachChild(ch);
}
}