Java Code Examples for com.jme3.bullet.collision.shapes.CompoundCollisionShape#addChildShape()

The following examples show how to use com.jme3.bullet.collision.shapes.CompoundCollisionShape#addChildShape() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: BetterCharacterControl.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
/**
 * Create a collision shape based on the scale parameter. The new shape is a
 * compound shape containing an offset capsule.
 *
 * @return a new compound shape (not null)
 */
protected CollisionShape getShape() {
    //TODO: cleanup size mess..
    CapsuleCollisionShape capsuleCollisionShape = new CapsuleCollisionShape(getFinalRadius(), (getFinalHeight() - (2 * getFinalRadius())));
    CompoundCollisionShape compoundCollisionShape = new CompoundCollisionShape();
    Vector3f addLocation = new Vector3f(0, (getFinalHeight() / 2.0f), 0);
    compoundCollisionShape.addChildShape(capsuleCollisionShape, addLocation);
    return compoundCollisionShape;
}
 
Example 2
Source File: CollisionTester.java    From OpenRTS with MIT License 5 votes vote down vote up
private static CompoundCollisionShape getCollisionShape(Asset asset){
		Spatial s = models.get(asset.modelPath);
//		if(!shapes.containsKey(asset.modelPath)){
			CompoundCollisionShape res = new CompoundCollisionShape();
			if(s instanceof Node){
				for(Spatial child : ((Node)s).getChildren())
					if(child instanceof Geometry){
						HullCollisionShape hull = new HullCollisionShape(((Geometry)child).getMesh());
						float scale = (float)asset.scale;
						Vector3f vScale = new Vector3f(scale, scale, scale) ;
						hull.setScale(vScale);
						res.addChildShape(hull, Vector3f.ZERO);
					}
			} else {
				logger.info("houston on a un probleme");
			}
			
						
			shapes.put(asset.modelPath, res);
//		}
//		CompoundCollisionShape res = shapes.get(asset.modelPath);
//		float scale = (float)asset.scale;
//		Vector3f vScale = new Vector3f(scale, scale, scale) ;
//		for(ChildCollisionShape hull : res.getChildren())
//			hull.shape.setScale(vScale);

		return res;
	}
 
Example 3
Source File: CollisionShapeFactory.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
/**
 * 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);
    }
}
 
Example 4
Source File: CollisionShapeFactory.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
/**
 * 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);
    }
}
 
Example 5
Source File: TestPhysicsCar.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
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
    float stiffness = 60.0f;//200=f1 car
    float compValue = .3f; //(should be lower than damp)
    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
    Vector3f wheelDirection = new Vector3f(0, -1, 0); // was 0, -1, 0
    Vector3f wheelAxle = new Vector3f(-1, 0, 0); // was -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);
}
 
Example 6
Source File: TestPhysicsCar.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
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
    float stiffness = 60.0f;//200=f1 car
    float compValue = .3f; //(should be lower than damp)
    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
    Vector3f wheelDirection = new Vector3f(0, -1, 0); // was 0, -1, 0
    Vector3f wheelAxle = new Vector3f(-1, 0, 0); // was -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);
}