com.jme3.bullet.collision.shapes.HullCollisionShape Java Examples
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com.jme3.bullet.collision.shapes.HullCollisionShape.
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Example #1
Source File: RagdollUtils.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Create a hull collision shape from linked vertices to this bone. * * @param model the model on which to base the shape * @param boneIndices indices of relevant bones (not null, unaffected) * @param initialScale scale factors * @param initialPosition location * @param weightThreshold minimum weight for inclusion * @return a new shape */ public static HullCollisionShape makeShapeFromVerticeWeights(Spatial model, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition, float weightThreshold) { List<Float> points = new ArrayList<>(100); SkeletonControl skeletonCtrl = model.getControl(SkeletonControl.class); Mesh[] targetMeshes = skeletonCtrl.getTargets(); for (Mesh mesh : targetMeshes) { for (Integer index : boneIndices) { List<Float> bonePoints = getPoints(mesh, index, initialScale, initialPosition, weightThreshold); points.addAll(bonePoints); } } assert !points.isEmpty(); float[] p = new float[points.size()]; for (int i = 0; i < points.size(); i++) { p[i] = points.get(i); } return new HullCollisionShape(p); }
Example #2
Source File: RagdollUtils.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Create a hull collision shape from linked vertices to this bone. Vertices * must have previously been gathered using buildPointMap(). * * @param pointsMap map from bone indices to coordinates (not null, * unaffected) * @param boneIndices (not null, unaffected) * @param initialScale scale factors (not null, unaffected) * @param initialPosition location (not null, unaffected) * @return a new shape (not null) */ public static HullCollisionShape makeShapeFromPointMap(Map<Integer, List<Float>> pointsMap, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition) { ArrayList<Float> points = new ArrayList<Float>(); for (Integer index : boneIndices) { List<Float> l = pointsMap.get(index); if (l != null) { for (int i = 0; i < l.size(); i += 3) { Vector3f pos = new Vector3f(); pos.x = l.get(i); pos.y = l.get(i + 1); pos.z = l.get(i + 2); pos.subtractLocal(initialPosition).multLocal(initialScale); points.add(pos.x); points.add(pos.y); points.add(pos.z); } } } assert !points.isEmpty(); float[] p = new float[points.size()]; for (int i = 0; i < points.size(); i++) { p[i] = points.get(i); } return new HullCollisionShape(p); }
Example #3
Source File: CollisionTester.java From OpenRTS with MIT License | 5 votes |
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 #4
Source File: RagdollUtils.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Create a hull collision shape from linked vertices to this bone. * Vertices have to be previoulsly gathered in a map using buildPointMap method * @param link * @param model * @return */ public static HullCollisionShape makeShapeFromPointMap(Map<Integer, List<Float>> pointsMap, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition) { ArrayList<Float> points = new ArrayList<Float>(); for (Integer index : boneIndices) { List<Float> l = pointsMap.get(index); if (l != null) { for (int i = 0; i < l.size(); i += 3) { Vector3f pos = new Vector3f(); pos.x = l.get(i); pos.y = l.get(i + 1); pos.z = l.get(i + 2); pos.subtractLocal(initialPosition).multLocal(initialScale); points.add(pos.x); points.add(pos.y); points.add(pos.z); } } } float[] p = new float[points.size()]; for (int i = 0; i < points.size(); i++) { p[i] = points.get(i); } return new HullCollisionShape(p); }
Example #5
Source File: CollisionShapeFactory.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * This method creates a hull collision shape for the given mesh.<br> */ private static HullCollisionShape createSingleDynamicMeshShape(Geometry geom, Spatial parent) { Mesh mesh = geom.getMesh(); Transform trans = getTransform(geom, parent); if (mesh != null) { HullCollisionShape dynamicShape = new HullCollisionShape(mesh); dynamicShape.setScale(trans.getScale()); return dynamicShape; } else { return null; } }
Example #6
Source File: RagdollUtils.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Create a hull collision shape from linked vertices to this bone. * Vertices have to be previoulsly gathered in a map using buildPointMap method * @param link * @param model * @return */ public static HullCollisionShape makeShapeFromPointMap(Map<Integer, List<Float>> pointsMap, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition) { ArrayList<Float> points = new ArrayList<Float>(); for (Integer index : boneIndices) { List<Float> l = pointsMap.get(index); if (l != null) { for (int i = 0; i < l.size(); i += 3) { Vector3f pos = new Vector3f(); pos.x = l.get(i); pos.y = l.get(i + 1); pos.z = l.get(i + 2); pos.subtractLocal(initialPosition).multLocal(initialScale); points.add(pos.x); points.add(pos.y); points.add(pos.z); } } } float[] p = new float[points.size()]; for (int i = 0; i < points.size(); i++) { p[i] = points.get(i); } return new HullCollisionShape(p); }
Example #7
Source File: CollisionShapeFactory.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * This method creates a hull collision shape for the given mesh.<br> */ private static HullCollisionShape createSingleDynamicMeshShape(Geometry geom, Spatial parent) { Mesh mesh = geom.getMesh(); Transform trans = getTransform(geom, parent); if (mesh != null) { HullCollisionShape dynamicShape = new HullCollisionShape(mesh); dynamicShape.setScale(trans.getScale()); return dynamicShape; } else { return null; } }
Example #8
Source File: HullCollisionShapeTreeNode.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
public HullCollisionShapeTreeNode(@NotNull final HullCollisionShape element, final long objectId) { super(element, objectId); }
Example #9
Source File: KinematicRagdollControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Generate a physics shape and bone links for the specified bone. Note: * recursive! * * @param model the spatial with the model's SkeletonControl (not null) * @param bone the bone to be linked (not null) * @param parent the body linked to the parent bone (not null) * @param reccount depth of the recursion (≥1) * @param pointsMap (not null) */ protected void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) { PhysicsRigidBody parentShape = parent; if (boneList.contains(bone.getName())) { PhysicsBoneLink link = new PhysicsBoneLink(); link.bone = bone; //create the collision shape HullCollisionShape shape = null; if (pointsMap != null) { //build a shape for the bone, using the vertices that are most influenced by this bone shape = RagdollUtils.makeShapeFromPointMap(pointsMap, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition()); } else { //build a shape for the bone, using the vertices associated with this bone with a weight above the threshold shape = RagdollUtils.makeShapeFromVerticeWeights(model, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition(), weightThreshold); } PhysicsRigidBody shapeNode = new PhysicsRigidBody(shape, rootMass / reccount); shapeNode.setKinematic(mode == Mode.Kinematic); totalMass += rootMass / reccount; link.rigidBody = shapeNode; link.initalWorldRotation = bone.getModelSpaceRotation().clone(); if (parent != null) { //get joint position for parent Vector3f posToParent = new Vector3f(); if (bone.getParent() != null) { bone.getModelSpacePosition().subtract(bone.getParent().getModelSpacePosition(), posToParent).multLocal(initScale); } SixDofJoint joint = new SixDofJoint(parent, shapeNode, posToParent, new Vector3f(0, 0, 0f), true); preset.setupJointForBone(bone.getName(), joint); link.joint = joint; joint.setCollisionBetweenLinkedBodys(false); } boneLinks.put(bone.getName(), link); shapeNode.setUserObject(link); parentShape = shapeNode; } for (Iterator<Bone> it = bone.getChildren().iterator(); it.hasNext();) { Bone childBone = it.next(); boneRecursion(model, childBone, parentShape, reccount + 1, pointsMap); } }
Example #10
Source File: KinematicRagdollControl.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) { PhysicsRigidBody parentShape = parent; if (boneList.isEmpty() || boneList.contains(bone.getName())) { PhysicsBoneLink link = new PhysicsBoneLink(); link.bone = bone; //creating the collision shape HullCollisionShape shape = null; if (pointsMap != null) { //build a shape for the bone, using the vertices that are most influenced by this bone shape = RagdollUtils.makeShapeFromPointMap(pointsMap, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition()); } else { //build a shape for the bone, using the vertices associated with this bone with a weight above the threshold shape = RagdollUtils.makeShapeFromVerticeWeights(model, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition(), weightThreshold); } PhysicsRigidBody shapeNode = new PhysicsRigidBody(shape, rootMass / (float) reccount); shapeNode.setKinematic(mode == Mode.Kinetmatic); totalMass += rootMass / (float) reccount; link.rigidBody = shapeNode; link.initalWorldRotation = bone.getModelSpaceRotation().clone(); if (parent != null) { //get joint position for parent Vector3f posToParent = new Vector3f(); if (bone.getParent() != null) { bone.getModelSpacePosition().subtract(bone.getParent().getModelSpacePosition(), posToParent).multLocal(initScale); } SixDofJoint joint = new SixDofJoint(parent, shapeNode, posToParent, new Vector3f(0, 0, 0f), true); preset.setupJointForBone(bone.getName(), joint); link.joint = joint; joint.setCollisionBetweenLinkedBodys(false); } boneLinks.put(bone.getName(), link); shapeNode.setUserObject(link); parentShape = shapeNode; } for (Iterator<Bone> it = bone.getChildren().iterator(); it.hasNext();) { Bone childBone = it.next(); boneRecursion(model, childBone, parentShape, reccount + 1, pointsMap); } }
Example #11
Source File: KinematicRagdollControl.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount, Map<Integer, List<Float>> pointsMap) { PhysicsRigidBody parentShape = parent; if (boneList.isEmpty() || boneList.contains(bone.getName())) { PhysicsBoneLink link = new PhysicsBoneLink(); link.bone = bone; //creating the collision shape HullCollisionShape shape = null; if (pointsMap != null) { //build a shape for the bone, using the vertices that are most influenced by this bone shape = RagdollUtils.makeShapeFromPointMap(pointsMap, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition()); } else { //build a shape for the bone, using the vertices associated with this bone with a weight above the threshold shape = RagdollUtils.makeShapeFromVerticeWeights(model, RagdollUtils.getBoneIndices(link.bone, skeleton, boneList), initScale, link.bone.getModelSpacePosition(), weightThreshold); } PhysicsRigidBody shapeNode = new PhysicsRigidBody(shape, rootMass / (float) reccount); shapeNode.setKinematic(mode == Mode.Kinetmatic); totalMass += rootMass / (float) reccount; link.rigidBody = shapeNode; link.initalWorldRotation = bone.getModelSpaceRotation().clone(); if (parent != null) { //get joint position for parent Vector3f posToParent = new Vector3f(); if (bone.getParent() != null) { bone.getModelSpacePosition().subtract(bone.getParent().getModelSpacePosition(), posToParent).multLocal(initScale); } SixDofJoint joint = new SixDofJoint(parent, shapeNode, posToParent, new Vector3f(0, 0, 0f), true); preset.setupJointForBone(bone.getName(), joint); link.joint = joint; joint.setCollisionBetweenLinkedBodys(false); } boneLinks.put(bone.getName(), link); shapeNode.setUserObject(link); parentShape = shapeNode; } for (Iterator<Bone> it = bone.getChildren().iterator(); it.hasNext();) { Bone childBone = it.next(); boneRecursion(model, childBone, parentShape, reccount + 1, pointsMap); } }