use of com.jme3.bullet.collision.shapes.CompoundCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class CollisionShapeFactory method shiftCompoundShapeContents.
/**
* This method moves each child shape of a compound shape by the given vector
* @param vector
*/
public static void shiftCompoundShapeContents(CompoundCollisionShape compoundShape, Vector3f vector) {
for (Iterator<ChildCollisionShape> it = new LinkedList(compoundShape.getChildren()).iterator(); it.hasNext(); ) {
ChildCollisionShape childCollisionShape = it.next();
CollisionShape child = childCollisionShape.shape;
Vector3f location = childCollisionShape.location;
Matrix3f rotation = childCollisionShape.rotation;
compoundShape.removeChildShape(child);
compoundShape.addChildShape(child, location.add(vector), rotation);
}
}
use of com.jme3.bullet.collision.shapes.CompoundCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class CollisionShapeFactory method createCompoundShape.
private static CompoundCollisionShape createCompoundShape(Node realRootNode, Node rootNode, CompoundCollisionShape shape, boolean meshAccurate, boolean dynamic) {
for (Spatial spatial : rootNode.getChildren()) {
if (spatial instanceof TerrainQuad) {
Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
if (bool != null && bool.booleanValue()) {
// go to the next child in the loop
continue;
}
TerrainQuad terrain = (TerrainQuad) spatial;
Transform trans = getTransform(spatial, realRootNode);
shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), trans.getScale()), trans.getTranslation(), trans.getRotation().toRotationMatrix());
} else if (spatial instanceof Node) {
createCompoundShape(realRootNode, (Node) spatial, shape, meshAccurate, dynamic);
} else if (spatial instanceof TerrainPatch) {
Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
if (bool != null && bool.booleanValue()) {
// go to the next child in the loop
continue;
}
TerrainPatch terrain = (TerrainPatch) spatial;
Transform trans = getTransform(spatial, realRootNode);
shape.addChildShape(new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale()), trans.getTranslation(), trans.getRotation().toRotationMatrix());
} else if (spatial instanceof Geometry) {
Boolean bool = spatial.getUserData(UserData.JME_PHYSICSIGNORE);
if (bool != null && bool.booleanValue()) {
// go to the next child in the loop
continue;
}
if (meshAccurate) {
CollisionShape childShape = dynamic ? createSingleDynamicMeshShape((Geometry) spatial, realRootNode) : createSingleMeshShape((Geometry) spatial, realRootNode);
if (childShape != null) {
Transform trans = getTransform(spatial, realRootNode);
shape.addChildShape(childShape, trans.getTranslation(), trans.getRotation().toRotationMatrix());
}
} else {
Transform trans = getTransform(spatial, realRootNode);
shape.addChildShape(createSingleBoxShape(spatial, realRootNode), trans.getTranslation(), trans.getRotation().toRotationMatrix());
}
}
}
return shape;
}
use of com.jme3.bullet.collision.shapes.CompoundCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class DebugShapeFactory method getDebugShape.
/** The maximum corner for the aabb used for triangles to include in ConcaveShape processing.*/
// private static final Vector3f aabbMax = new Vector3f(1e30f, 1e30f, 1e30f);
/** The minimum corner for the aabb used for triangles to include in ConcaveShape processing.*/
// private static final Vector3f aabbMin = new Vector3f(-1e30f, -1e30f, -1e30f);
/**
* Creates a debug shape from the given collision shape. This is mostly used internally.<br>
* To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
* @param collisionShape
* @return
*/
public static Spatial getDebugShape(CollisionShape collisionShape) {
if (collisionShape == null) {
return null;
}
Spatial debugShape;
if (collisionShape instanceof CompoundCollisionShape) {
CompoundCollisionShape shape = (CompoundCollisionShape) collisionShape;
List<ChildCollisionShape> children = shape.getChildren();
Node node = new Node("DebugShapeNode");
for (Iterator<ChildCollisionShape> it = children.iterator(); it.hasNext(); ) {
ChildCollisionShape childCollisionShape = it.next();
CollisionShape ccollisionShape = childCollisionShape.shape;
Geometry geometry = createDebugShape(ccollisionShape);
// apply translation
geometry.setLocalTranslation(childCollisionShape.location);
// apply rotation
TempVars vars = TempVars.get();
Matrix3f tempRot = vars.tempMat3;
tempRot.set(geometry.getLocalRotation());
childCollisionShape.rotation.mult(tempRot, tempRot);
geometry.setLocalRotation(tempRot);
vars.release();
node.attachChild(geometry);
}
debugShape = node;
} else {
debugShape = createDebugShape(collisionShape);
}
if (debugShape == null) {
return null;
}
debugShape.updateGeometricState();
return debugShape;
}
use of com.jme3.bullet.collision.shapes.CompoundCollisionShape in project jmonkeyengine by jMonkeyEngine.
the class TestAttachDriver method buildPlayer.
private void buildPlayer() {
Material mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Red);
//create a compound shape and attach the BoxCollisionShape for the car body at 0,1,0
//this shifts the effective center of mass of the BoxCollisionShape to 0,-1,0
CompoundCollisionShape compoundShape = new CompoundCollisionShape();
BoxCollisionShape box = new BoxCollisionShape(new Vector3f(1.2f, 0.5f, 2.4f));
compoundShape.addChildShape(box, new Vector3f(0, 1, 0));
//create vehicle node
Node vehicleNode = new Node("vehicleNode");
vehicle = new VehicleControl(compoundShape, 800);
vehicleNode.addControl(vehicle);
//setting suspension values for wheels, this can be a bit tricky
//see also https://docs.google.com/Doc?docid=0AXVUZ5xw6XpKZGNuZG56a3FfMzU0Z2NyZnF4Zmo&hl=en
//200=f1 car
float stiffness = 60.0f;
//(should be lower than damp)
float compValue = .3f;
float dampValue = .4f;
vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
vehicle.setSuspensionStiffness(stiffness);
vehicle.setMaxSuspensionForce(10000.0f);
//Create four wheels and add them at their locations
// was 0, -1, 0
Vector3f wheelDirection = new Vector3f(0, -1, 0);
// was -1, 0, 0
Vector3f wheelAxle = new Vector3f(-1, 0, 0);
float radius = 0.5f;
float restLength = 0.3f;
float yOff = 0.5f;
float xOff = 1f;
float zOff = 2f;
Cylinder wheelMesh = new Cylinder(16, 16, radius, radius * 0.6f, true);
Node node1 = new Node("wheel 1 node");
Geometry wheels1 = new Geometry("wheel 1", wheelMesh);
node1.attachChild(wheels1);
wheels1.rotate(0, FastMath.HALF_PI, 0);
wheels1.setMaterial(mat);
vehicle.addWheel(node1, new Vector3f(-xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
Node node2 = new Node("wheel 2 node");
Geometry wheels2 = new Geometry("wheel 2", wheelMesh);
node2.attachChild(wheels2);
wheels2.rotate(0, FastMath.HALF_PI, 0);
wheels2.setMaterial(mat);
vehicle.addWheel(node2, new Vector3f(xOff, yOff, zOff), wheelDirection, wheelAxle, restLength, radius, true);
Node node3 = new Node("wheel 3 node");
Geometry wheels3 = new Geometry("wheel 3", wheelMesh);
node3.attachChild(wheels3);
wheels3.rotate(0, FastMath.HALF_PI, 0);
wheels3.setMaterial(mat);
vehicle.addWheel(node3, new Vector3f(-xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
Node node4 = new Node("wheel 4 node");
Geometry wheels4 = new Geometry("wheel 4", wheelMesh);
node4.attachChild(wheels4);
wheels4.rotate(0, FastMath.HALF_PI, 0);
wheels4.setMaterial(mat);
vehicle.addWheel(node4, new Vector3f(xOff, yOff, -zOff), wheelDirection, wheelAxle, restLength, radius, false);
vehicleNode.attachChild(node1);
vehicleNode.attachChild(node2);
vehicleNode.attachChild(node3);
vehicleNode.attachChild(node4);
rootNode.attachChild(vehicleNode);
getPhysicsSpace().add(vehicle);
//driver
Node driverNode = new Node("driverNode");
driverNode.setLocalTranslation(0, 2, 0);
driver = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, .5f, 0.2f)));
driverNode.addControl(driver);
rootNode.attachChild(driverNode);
getPhysicsSpace().add(driver);
//joint
slider = new SliderJoint(driver, vehicle, Vector3f.UNIT_Y.negate(), Vector3f.UNIT_Y, true);
slider.setUpperLinLimit(.1f);
slider.setLowerLinLimit(-.1f);
getPhysicsSpace().add(slider);
Node pole1Node = new Node("pole1Node");
Node pole2Node = new Node("pole1Node");
Node bridgeNode = new Node("pole1Node");
pole1Node.setLocalTranslation(new Vector3f(-2, -1, 4));
pole2Node.setLocalTranslation(new Vector3f(2, -1, 4));
bridgeNode.setLocalTranslation(new Vector3f(0, 1.4f, 4));
RigidBodyControl pole1 = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, 1.25f, 0.2f)), 0);
pole1Node.addControl(pole1);
RigidBodyControl pole2 = new RigidBodyControl(new BoxCollisionShape(new Vector3f(0.2f, 1.25f, 0.2f)), 0);
pole2Node.addControl(pole2);
bridge = new RigidBodyControl(new BoxCollisionShape(new Vector3f(2.5f, 0.2f, 0.2f)));
bridgeNode.addControl(bridge);
rootNode.attachChild(pole1Node);
rootNode.attachChild(pole2Node);
rootNode.attachChild(bridgeNode);
getPhysicsSpace().add(pole1);
getPhysicsSpace().add(pole2);
getPhysicsSpace().add(bridge);
}
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