Java Code Examples for com.jme3.bullet.control.VehicleControl#setMaxSuspensionForce()
The following examples show how to use
com.jme3.bullet.control.VehicleControl#setMaxSuspensionForce() .
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: TestPhysicsCar.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
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 2
Source File: TestPhysicsCar.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
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); }