Miscellaneous tutorial material

This page acts as a holding area for tutorial material that’s waiting to be organized.

Startup message

By default, the native library prints a startup message to System.out. Once the library is loaded (but not started) you can disable this message:

NativeLibrary.setStartupMessageEnabled(false);

Library versions and properties

Once the native library is loaded, you can test whether it uses double-precision arithmetic:

boolean doublePrecision = NativeLibrary.isDoublePrecision();

You can also test whether it was built for debugging (with assertions enabled, symbols not stripped, and debug information generated):

boolean debug = NativeLibrary.isDebug();

You can also read the native library’s version string, which consists of 3 decimal numbers separated by dots:

String nativeVersion = NativeLibrary.versionNumber();

Java code can also read the Minie version string, which consists of 2 words separated by a space:

import jme3utilities.minie.MinieVersion;

String minieVersion = MinieVersion.versionShort();

Dedicated physics thread

By default, the physics simulation runs on the render thread. To execute it on a dedicated thread, use:

bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);

Simulation speed

By default, simulation advances based on the time per frame (tpf) reported by the renderer. To advance the physics simulation at a different rate, use:

bulletAppState.setSpeed(0.5f); // simulate physics at half speed

Default collision margin

The default collision margin for new shapes is 0.04 physics-space units. To configure a default margin of 0.1 psu:

CollisionShape.setDefaultMargin(0.1f);
The Bullet Manual advises against changing the default margin.

Broadphase types

By default, a Dynamic Bounding-Volume Tree (DBVT) is used for broadphase collision detection. To specify a different data structure, use setBroadphaseType() on the appstate:

SoftPhysicsAppState bas = new SoftPhysicsAppState();
bas.setBroadphaseType(PhysicsSpace.BroadphaseType.AXIS_SWEEP_3);
bas.setWorldMax(new Vector3f(1000f, 10f, 1000f));
bas.setWorldMin(new Vector3f(-1000f, -10f, -1000f));
stateManager.attach(bas);
PhysicsSoftSpace physicsSpace = bas.getPhysicsSoftSpace();
The world max/min bounds are used only by the AXIS_SWEEP_3 and AXIS_SWEEP_3_32 broadphase algorithms. The SIMPLE and DBVT algorithms ignore those parameters.

Contact-and-constraint solver

Algorithms

By default, a Sequential Impulse (SI) solver is used to resolve contacts and constraints. To specify a different algorithm, invoke setSolverType() before attaching the AppState. For instance:

bulletAppState.setSolverType(SolverType.Dantzig);
For soft-body simulations, SI is the only supported solver type.
The NNCG solver doesn’t support multibodies.

Tuning parameters

The contact-and-constraint solver performs a limited number of iterations per simulation step, by default, 10. For higher-quality (but slower) simulation, increase this number. For instance, to use 20 iterations:

space.getSolverInfo().setNumIterations(20);

Other solver parameters can be tuned, including:

  • the global error reduction parameter (ERP) for physics joints, described on the New6Dof page

  • the contact ERP

  • the constraint-force mixing parameter (CFM)

  • the batch size

  • the mode flags, which enable warm start, constraint ordering, and other features

  • the flag to enable the split-impulse feature

Advanced rigid-body friction

In addition to the basic friction parameter (which affects sliding friction) each rigid body has 2 additional friction parameters: one for rolling friction and one for spinning friction. Both parameters default to zero.

Rolling friction generates torque orthogonal to the contact normal, which tends to slow down a rolling body. Spinning friction generates torque parallel to the contact normal, which tends to prevent a body from spinning when grasped.

To see rolling and spinning friction in action, run the PoolDemo application.

To simulate objects with grooved surfaces, it’s also possible to configure a rigid body for anisotropic friction: friction that depends on the direction of relative motion.

Gear joint

GearJoint implements a special type of constraint used to simulate rotating shafts linked by belts, cables, chains, or gears. Unlike other constraints, it has no pivot points, only axes. It’s a double-ended constraint with a single rotational degree-of-freedom. The rotational rate of the A body around its axis is matched to that of the B body around its axis, or made proportional.

To see a gear joint in action, run the TestGearJoint application.