Physics elimination

I try a way to eliminate physics ,but some thing get wrong with null pointer exeptio,here is my code
package jme3test.helloworld;

import com.jme3.app.SimpleApplication;
import com.jme3.app.state.AppState;
import com.jme3.asset.TextureKey;
import com.jme3.bullet.BulletAppState;

import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.collision.CollisionResults;
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.Node;
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 HelloPhysics extends SimpleApplication implements PhysicsCollisionListener{

public static void main(String args[]) {

HelloPhysics app = new HelloPhysics();
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(brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/
* Initialize the floor geometry */
floor = new Box(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);
/** Add InputManager action: Left click triggers shooting. */
inputManager.addMapping("shoot", 
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
/** Initialize the scene, materials, and physics space */
initMaterials();
initWall();
initFloor();
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() {
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. */
ball_phy.setLinearVelocity(cam.getDirection().mult(25));

bulletAppState.getPhysicsSpace().addCollisionListener(this);

}

/** 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);
}

public void collision(PhysicsCollisionEvent event) {

String name;

 if ( event.getNodeA().getName().equals("cannon ball") ) {

name =event.getNodeA().getName();
event.getNodeA().removeFromParent();
System.out.println( “A”);
System.out.println(event.getNodeA());
} else if ( event.getNodeB().getName().equals(“cannon ball”) ) {
for (int i = 9; i < 10; i++) {
name = event.getNodeB().getName();
event.getNodeB().removeControl(ball_phy);
System.out.println(name+ “B”+event.getNodeB());
event.getNodeA().removeFromParent();

event.getNodeB().removeFromParent();

event.getNodeB().updateGeometricState();

rootNode.updateGeometricState();
break;
}}
else {

}

}

}

can any 1 pls. give me a hand on fix it ,couse i really have no idea on how to eliminate physics and cant go farward without it

To get the best help:

Don’t even bother to mention exceptions without a stack trace. The name/type of exception is only 5% of the useful information. Only slightly better than saying “doesn’t work”.

Within your collision code it doesn’t look like you are removing the physics object from the physics space, something along thses lines should help …

bulletAppState.getPhysicsSpace().removeBody(event.getNodeA().getControl(RigidBodyControl.class));
1 Like

THNX !!! worked out,thnx really mutch men!