com.jme3.bullet.util.DebugShapeFactory Java Examples
The following examples show how to use
com.jme3.bullet.util.DebugShapeFactory.
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Example #1
Source File: BulletCharacterDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Update this control. Invoked once per frame during the logical-state * update, provided the control is enabled and added to a scene. Should be * invoked only by a subclass or by AbstractControl. * * @param tpf the time interval between frames (in seconds, ≥0) */ @Override protected void controlUpdate(float tpf) { CollisionShape newShape = body.getCollisionShape(); Vector3f newScale = newShape.getScale(); if (myShape != newShape || !oldScale.equals(newScale)) { myShape = newShape; oldScale.set(newScale); Node node = (Node) spatial; node.detachChild(geom); geom = DebugShapeFactory.getDebugShape(myShape); geom.setName(body.toString()); node.attachChild(geom); } geom.setMaterial(debugAppState.DEBUG_PINK); body.getPhysicsLocation(location); applyPhysicsTransform(location, Quaternion.IDENTITY); }
Example #2
Source File: BulletGhostObjectDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Update this control. Invoked once per frame during the logical-state * update, provided the control is enabled and added to a scene. Should be * invoked only by a subclass or by AbstractControl. * * @param tpf the time interval between frames (in seconds, ≥0) */ @Override protected void controlUpdate(float tpf) { CollisionShape newShape = body.getCollisionShape(); Vector3f newScale = newShape.getScale(); if (myShape != newShape || !oldScale.equals(newScale)) { myShape = newShape; oldScale.set(newScale); Node node = (Node) spatial; node.detachChild(geom); geom = DebugShapeFactory.getDebugShape(myShape); geom.setName(body.toString()); node.attachChild(geom); } geom.setMaterial(debugAppState.DEBUG_YELLOW); body.getPhysicsLocation(location); body.getPhysicsRotation(rotation); applyPhysicsTransform(location, rotation); }
Example #3
Source File: SceneToolController.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
protected void attachPhysicsSelection(Spatial geom) { PhysicsCollisionObject control = geom.getControl(RigidBodyControl.class); if (control == null) { control = geom.getControl(VehicleControl.class); } if (control == null) { control = geom.getControl(GhostControl.class); } if (control == null) { control = geom.getControl(CharacterControl.class); } if (control == null) { return; } Spatial selectionGeometry = DebugShapeFactory.getDebugShape(control.getCollisionShape()); if (selectionGeometry != null) { selectionGeometry.setMaterial(blueMat); selectionGeometry.setLocalTransform(geom.getWorldTransform()); toolsNode.attachChild(selectionGeometry); selectionShape = selectionGeometry; } }
Example #4
Source File: BulletCharacterDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Instantiate an enabled control to visualize the specified character. * * @param debugAppState which app state (not null, alias created) * @param body the character to visualize (not null, alias created) */ public BulletCharacterDebugControl(BulletDebugAppState debugAppState, PhysicsCharacter body) { super(debugAppState); this.body = body; myShape = body.getCollisionShape(); oldScale.set(myShape.getScale()); this.geom = DebugShapeFactory.getDebugShape(myShape); this.geom.setName(body.toString()); geom.setMaterial(debugAppState.DEBUG_PINK); }
Example #5
Source File: BulletGhostObjectDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Instantiate an enabled control to visualize the specified ghost object. * * @param debugAppState which app state (not null, alias created) * @param body which object to visualize (not null, alias created) */ public BulletGhostObjectDebugControl(BulletDebugAppState debugAppState, PhysicsGhostObject body) { super(debugAppState); this.body = body; myShape = body.getCollisionShape(); oldScale.set(myShape.getScale()); this.geom = DebugShapeFactory.getDebugShape(myShape); this.geom.setName(body.toString()); geom.setMaterial(debugAppState.DEBUG_YELLOW); }
Example #6
Source File: BulletRigidBodyDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Instantiate an enabled control to visualize the specified body. * * @param debugAppState which app state (not null, alias created) * @param body which body to visualize (not null, alias created) */ public BulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) { super(debugAppState); this.body = body; myShape = body.getCollisionShape(); oldScale.set(myShape.getScale()); this.geom = DebugShapeFactory.getDebugShape(myShape); this.geom.setName(body.toString()); geom.setMaterial(debugAppState.DEBUG_BLUE); }
Example #7
Source File: BulletRigidBodyDebugControl.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Update this control. Invoked once per frame during the logical-state * update, provided the control is enabled and added to a scene. Should be * invoked only by a subclass or by AbstractControl. * * @param tpf the time interval between frames (in seconds, ≥0) */ @Override protected void controlUpdate(float tpf) { CollisionShape newShape = body.getCollisionShape(); Vector3f newScale = newShape.getScale(); if (myShape != newShape || !oldScale.equals(newScale)) { myShape = newShape; oldScale.set(newScale); Node node = (Node) spatial; node.detachChild(geom); geom = DebugShapeFactory.getDebugShape(myShape); geom.setName(body.toString()); node.attachChild(geom); } if(body.isActive()){ geom.setMaterial(debugAppState.DEBUG_MAGENTA); }else{ geom.setMaterial(debugAppState.DEBUG_BLUE); } body.getPhysicsLocation(location); body.getPhysicsRotation(rotation); applyPhysicsTransform(location, rotation); }
Example #8
Source File: CollisionTester.java From OpenRTS with MIT License | 4 votes |
public static boolean areColliding(Asset asset1, Asset asset2, boolean debug){ Spatial s1 = getSpatialFromAsset(asset1); Spatial s2 = getSpatialFromAsset(asset2); PhysicsSpace space = new PhysicsSpace(); RigidBodyControl ghost1 = new RigidBodyControl(getCollisionShape(asset1)); s1.addControl(ghost1); space.add(ghost1); RigidBodyControl ghost2 = new RigidBodyControl(getCollisionShape(asset2)); s2.addControl(ghost2); // ghost2.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_02); // space.add(ghost2); space.update(1); // int numCollision = ghost1.getOverlappingCount(); // boolean collision = numCollision > 0; Transform t = new Transform(); t.setRotation(s2.getLocalRotation()); t.setTranslation(s2.getLocalTranslation()); boolean collision = false; for(ChildCollisionShape hull : getCollisionShape(asset2).getChildren()) if(!space.sweepTest(hull.shape, Transform.IDENTITY, t).isEmpty()){ collision = true; break; } space.remove(ghost1); // space.remove(ghost2); // if(!collision){ // Spatial debugS2 = DebugShapeFactory.getDebugShape(ghost2.getCollisionShape()); // debugS2.setLocalRotation(ghost2.getPhysicsRotation()); //// Spatial debugS2 = s2; // Material m = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); // m.getAdditionalRenderState().setWireframe(true); // m.setColor("Color", ColorRGBA.Red); // debugS2.setMaterial(m); // debugS2.setLocalTranslation(ghost2.getPhysicsLocation()); // asset2.s = debugS2; // //EventManager.post(new GenericEvent(debugS2)); // } if(!collision){// && debug){ Material m = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); m.getAdditionalRenderState().setWireframe(true); m.setColor("Color", ColorRGBA.Red); Spatial debugS2 = DebugShapeFactory.getDebugShape(getCollisionShape(asset2)); debugS2.setLocalTransform(t); // debugS2.setLocalRotation(ghost2.getPhysicsRotation()); // debugS2.setLocalTranslation(ghost2.getPhysicsLocation()); debugS2.setMaterial(m); Material m2 = new Material(am, "Common/MatDefs/Misc/Unshaded.j3md"); m2.getAdditionalRenderState().setWireframe(true); m2.setColor("Color", ColorRGBA.Blue); Geometry linegeom = new Geometry(); Line l = new Line(debugS2.getLocalTranslation().add(0, 0, 1), ghost1.getPhysicsLocation().add(0, 0, 1)); linegeom.setMesh(l); linegeom.setMaterial(m2); asset2.s = debugS2; if(l.getStart().distance(l.getEnd())<2) asset2.links.add(linegeom); // EventManager.post(new GenericEvent(debugS2)); // EventManager.post(new GenericEvent(linegeom)); } return collision; }