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Example 1 with VehicleControl

use of com.jme3.bullet.control.VehicleControl in project jmonkeyengine by jMonkeyEngine.

the class VehicleControl method jmeClone.

@Override
public Object jmeClone() {
    VehicleControl control = new VehicleControl(collisionShape, mass);
    control.setAngularFactor(getAngularFactor());
    control.setAngularSleepingThreshold(getAngularSleepingThreshold());
    control.setAngularVelocity(getAngularVelocity());
    control.setCcdMotionThreshold(getCcdMotionThreshold());
    control.setCcdSweptSphereRadius(getCcdSweptSphereRadius());
    control.setCollideWithGroups(getCollideWithGroups());
    control.setCollisionGroup(getCollisionGroup());
    control.setDamping(getLinearDamping(), getAngularDamping());
    control.setFriction(getFriction());
    control.setGravity(getGravity());
    control.setKinematic(isKinematic());
    control.setLinearSleepingThreshold(getLinearSleepingThreshold());
    control.setLinearVelocity(getLinearVelocity());
    control.setPhysicsLocation(getPhysicsLocation());
    control.setPhysicsRotation(getPhysicsRotationMatrix());
    control.setRestitution(getRestitution());
    control.setFrictionSlip(getFrictionSlip());
    control.setMaxSuspensionTravelCm(getMaxSuspensionTravelCm());
    control.setSuspensionStiffness(getSuspensionStiffness());
    control.setSuspensionCompression(tuning.suspensionCompression);
    control.setSuspensionDamping(tuning.suspensionDamping);
    control.setMaxSuspensionForce(getMaxSuspensionForce());
    for (Iterator<VehicleWheel> it = wheels.iterator(); it.hasNext(); ) {
        VehicleWheel wheel = it.next();
        VehicleWheel newWheel = control.addWheel(wheel.getLocation(), wheel.getDirection(), wheel.getAxle(), wheel.getRestLength(), wheel.getRadius(), wheel.isFrontWheel());
        newWheel.setFrictionSlip(wheel.getFrictionSlip());
        newWheel.setMaxSuspensionTravelCm(wheel.getMaxSuspensionTravelCm());
        newWheel.setSuspensionStiffness(wheel.getSuspensionStiffness());
        newWheel.setWheelsDampingCompression(wheel.getWheelsDampingCompression());
        newWheel.setWheelsDampingRelaxation(wheel.getWheelsDampingRelaxation());
        newWheel.setMaxSuspensionForce(wheel.getMaxSuspensionForce());
        // Copy the wheel spatial reference directly for now.  They'll
        // get fixed up in the cloneFields() method
        newWheel.setWheelSpatial(wheel.getWheelSpatial());
    }
    control.setApplyPhysicsLocal(isApplyPhysicsLocal());
    control.setEnabled(isEnabled());
    control.spatial = spatial;
    return control;
}
Also used : VehicleWheel(com.jme3.bullet.objects.VehicleWheel)

Example 2 with VehicleControl

use of com.jme3.bullet.control.VehicleControl in project jmonkeyengine by jMonkeyEngine.

the class TestFancyCar method buildPlayer.

private void buildPlayer() {
    //200=f1 car
    float stiffness = 120.0f;
    //(lower than damp!)
    float compValue = 0.2f;
    float dampValue = 0.3f;
    final float mass = 400;
    //Load model and get chassis Geometry
    carNode = (Node) assetManager.loadModel("Models/Ferrari/Car.scene");
    carNode.setShadowMode(ShadowMode.Cast);
    Geometry chasis = findGeom(carNode, "Car");
    BoundingBox box = (BoundingBox) chasis.getModelBound();
    //Create a hull collision shape for the chassis
    CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis);
    //Create a vehicle control
    player = new VehicleControl(carHull, mass);
    carNode.addControl(player);
    //Setting default values for wheels
    player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
    player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
    player.setSuspensionStiffness(stiffness);
    player.setMaxSuspensionForce(10000);
    //Create four wheels and add them at their locations
    //note that our fancy car actually goes backwards..
    Vector3f wheelDirection = new Vector3f(0, -1, 0);
    Vector3f wheelAxle = new Vector3f(-1, 0, 0);
    Geometry wheel_fr = findGeom(carNode, "WheelFrontRight");
    wheel_fr.center();
    box = (BoundingBox) wheel_fr.getModelBound();
    wheelRadius = box.getYExtent();
    float back_wheel_h = (wheelRadius * 1.7f) - 1f;
    float front_wheel_h = (wheelRadius * 1.9f) - 1f;
    player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0), wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
    Geometry wheel_fl = findGeom(carNode, "WheelFrontLeft");
    wheel_fl.center();
    box = (BoundingBox) wheel_fl.getModelBound();
    player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0), wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
    Geometry wheel_br = findGeom(carNode, "WheelBackRight");
    wheel_br.center();
    box = (BoundingBox) wheel_br.getModelBound();
    player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0), wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
    Geometry wheel_bl = findGeom(carNode, "WheelBackLeft");
    wheel_bl.center();
    box = (BoundingBox) wheel_bl.getModelBound();
    player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0), wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
    player.getWheel(2).setFrictionSlip(4);
    player.getWheel(3).setFrictionSlip(4);
    rootNode.attachChild(carNode);
    getPhysicsSpace().add(player);
}
Also used : Geometry(com.jme3.scene.Geometry) CollisionShape(com.jme3.bullet.collision.shapes.CollisionShape) BoundingBox(com.jme3.bounding.BoundingBox) Vector3f(com.jme3.math.Vector3f) VehicleControl(com.jme3.bullet.control.VehicleControl)

Example 3 with VehicleControl

use of com.jme3.bullet.control.VehicleControl in project jmonkeyengine by jMonkeyEngine.

the class TestPhysicsCar 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, 400);
    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);
}
Also used : Geometry(com.jme3.scene.Geometry) Cylinder(com.jme3.scene.shape.Cylinder) CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) Vector3f(com.jme3.math.Vector3f) Node(com.jme3.scene.Node) VehicleControl(com.jme3.bullet.control.VehicleControl) Material(com.jme3.material.Material) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape)

Example 4 with VehicleControl

use of com.jme3.bullet.control.VehicleControl in project jmonkeyengine by jMonkeyEngine.

the class VehicleControl method cloneForSpatial.

@Override
public Control cloneForSpatial(Spatial spatial) {
    VehicleControl control = new VehicleControl(collisionShape, mass);
    control.setAngularFactor(getAngularFactor());
    control.setAngularSleepingThreshold(getAngularSleepingThreshold());
    control.setAngularVelocity(getAngularVelocity());
    control.setCcdMotionThreshold(getCcdMotionThreshold());
    control.setCcdSweptSphereRadius(getCcdSweptSphereRadius());
    control.setCollideWithGroups(getCollideWithGroups());
    control.setCollisionGroup(getCollisionGroup());
    control.setDamping(getLinearDamping(), getAngularDamping());
    control.setFriction(getFriction());
    control.setGravity(getGravity());
    control.setKinematic(isKinematic());
    control.setLinearSleepingThreshold(getLinearSleepingThreshold());
    control.setLinearVelocity(getLinearVelocity());
    control.setPhysicsLocation(getPhysicsLocation());
    control.setPhysicsRotation(getPhysicsRotationMatrix());
    control.setRestitution(getRestitution());
    control.setFrictionSlip(getFrictionSlip());
    control.setMaxSuspensionTravelCm(getMaxSuspensionTravelCm());
    control.setSuspensionStiffness(getSuspensionStiffness());
    control.setSuspensionCompression(tuning.suspensionCompression);
    control.setSuspensionDamping(tuning.suspensionDamping);
    control.setMaxSuspensionForce(getMaxSuspensionForce());
    for (Iterator<VehicleWheel> it = wheels.iterator(); it.hasNext(); ) {
        VehicleWheel wheel = it.next();
        VehicleWheel newWheel = control.addWheel(wheel.getLocation(), wheel.getDirection(), wheel.getAxle(), wheel.getRestLength(), wheel.getRadius(), wheel.isFrontWheel());
        newWheel.setFrictionSlip(wheel.getFrictionSlip());
        newWheel.setMaxSuspensionTravelCm(wheel.getMaxSuspensionTravelCm());
        newWheel.setSuspensionStiffness(wheel.getSuspensionStiffness());
        newWheel.setWheelsDampingCompression(wheel.getWheelsDampingCompression());
        newWheel.setWheelsDampingRelaxation(wheel.getWheelsDampingRelaxation());
        newWheel.setMaxSuspensionForce(wheel.getMaxSuspensionForce());
        //TODO: bad way finding children!
        if (spatial instanceof Node) {
            Node node = (Node) spatial;
            Spatial wheelSpat = node.getChild(wheel.getWheelSpatial().getName());
            if (wheelSpat != null) {
                newWheel.setWheelSpatial(wheelSpat);
            }
        }
    }
    control.setApplyPhysicsLocal(isApplyPhysicsLocal());
    return control;
}
Also used : Spatial(com.jme3.scene.Spatial) VehicleWheel(com.jme3.bullet.objects.VehicleWheel) Node(com.jme3.scene.Node)

Example 5 with VehicleControl

use of com.jme3.bullet.control.VehicleControl 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);
}
Also used : Geometry(com.jme3.scene.Geometry) Cylinder(com.jme3.scene.shape.Cylinder) CompoundCollisionShape(com.jme3.bullet.collision.shapes.CompoundCollisionShape) SliderJoint(com.jme3.bullet.joints.SliderJoint) Node(com.jme3.scene.Node) VehicleControl(com.jme3.bullet.control.VehicleControl) Material(com.jme3.material.Material) BoxCollisionShape(com.jme3.bullet.collision.shapes.BoxCollisionShape) RigidBodyControl(com.jme3.bullet.control.RigidBodyControl)

Aggregations

VehicleControl (com.jme3.bullet.control.VehicleControl)3 Geometry (com.jme3.scene.Geometry)3 Node (com.jme3.scene.Node)3 BoxCollisionShape (com.jme3.bullet.collision.shapes.BoxCollisionShape)2 CompoundCollisionShape (com.jme3.bullet.collision.shapes.CompoundCollisionShape)2 VehicleWheel (com.jme3.bullet.objects.VehicleWheel)2 Material (com.jme3.material.Material)2 Vector3f (com.jme3.math.Vector3f)2 Cylinder (com.jme3.scene.shape.Cylinder)2 BoundingBox (com.jme3.bounding.BoundingBox)1 CollisionShape (com.jme3.bullet.collision.shapes.CollisionShape)1 RigidBodyControl (com.jme3.bullet.control.RigidBodyControl)1 SliderJoint (com.jme3.bullet.joints.SliderJoint)1 Spatial (com.jme3.scene.Spatial)1