KinematicRagdollControl :

- Made a lot of clean up and optimization
- Better automagic creation of the ragdoll


git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7379 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent f72d5c20fd
commit 4d1d9edc29
  1. 284
      engine/src/jbullet/com/jme3/bullet/control/KinematicRagdollControl.java
  2. 273
      engine/src/jbullet/com/jme3/bullet/control/ragdoll/RagdollUtils.java
  3. 20
      engine/src/test/jme3test/bullet/TestBoneRagdoll.java

@ -31,12 +31,10 @@
*/
package com.jme3.bullet.control;
import com.jme3.animation.AnimChannel;
import com.jme3.bullet.control.ragdoll.RagdollPreset;
import com.jme3.bullet.control.ragdoll.HumanoidRagdollPreset;
import com.jme3.animation.AnimControl;
import com.jme3.animation.Bone;
import com.jme3.animation.LoopMode;
import com.jme3.animation.Skeleton;
import com.jme3.animation.SkeletonControl;
import com.jme3.asset.AssetManager;
@ -47,6 +45,7 @@ import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.RagdollCollisionListener;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.HullCollisionShape;
import com.jme3.bullet.control.ragdoll.RagdollUtils;
import com.jme3.bullet.joints.SixDofJoint;
import com.jme3.bullet.objects.PhysicsRigidBody;
import com.jme3.export.JmeExporter;
@ -56,22 +55,18 @@ import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.control.Control;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.TreeSet;
import java.util.logging.Level;
import java.util.logging.Logger;
@ -114,7 +109,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
protected boolean enabled = true;
protected boolean debug = false;
protected PhysicsRigidBody baseRigidBody;
protected float weightThreshold = 1.0f;
protected float weightThreshold = -1.0f;
protected Spatial targetModel;
protected Vector3f initScale;
protected Mode mode = Mode.Kinetmatic;
@ -124,19 +119,29 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
protected List<RagdollCollisionListener> listeners;
protected float eventDispatchImpulseThreshold = 10;
protected RagdollPreset preset = new HumanoidRagdollPreset();
protected List<String> boneList = new LinkedList<String>();
protected Set<String> boneList = new TreeSet<String>();
protected Vector3f modelPosition = new Vector3f();
protected Quaternion modelRotation = new Quaternion();
protected float rootMass = 15;
protected float totalMass = 0;
protected boolean added = false;
public enum Mode {
public static enum Mode {
Kinetmatic,
Ragdoll
}
protected class PhysicsBoneLink {
protected Bone bone;
protected Quaternion initalWorldRotation;
protected SixDofJoint joint;
protected PhysicsRigidBody rigidBody;
protected Quaternion startBlendingRot = new Quaternion();
protected Vector3f startBlendingPos = new Vector3f();
}
/**
* contruct a KinematicRagdollControl
*/
@ -206,7 +211,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
} else {
//boneList is not empty, this means some bones of the skeleton might not be associated with a collision shape.
//So we update them recusively
setTransform(link.bone, position, tmpRot1, false);
RagdollUtils.setTransform(link.bone, position, tmpRot1, false, boneList);
}
}
}
@ -238,7 +243,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
//we give control back to the key framed animation.
link.bone.setUserControl(false);
} else {
setTransform(link.bone, position, tmpRot1, true);
RagdollUtils.setTransform(link.bone, position, tmpRot1, true, boneList);
}
}
@ -252,7 +257,6 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
blendStart += tpf;
if (blendStart > blendTime) {
blendedControl = false;
}
}
}
@ -260,35 +264,6 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
}
/**
* Updates a bone position and rotation.
* if the child bones are not in the bone list this means, they are not associated with a physic shape.
* So they have to be updated
* @param bone the bone
* @param pos the position
* @param rot the rotation
*/
private void setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean restoreBoneControl) {
//we ensure that we have the control
if (restoreBoneControl) {
bone.setUserControl(true);
}
//we set te user transforms of the bone
bone.setUserTransformsWorld(pos, rot);
for (Bone childBone : bone.getChildren()) {
//each child bone that is not in the list is updated
if (!boneList.contains(childBone.getName())) {
Transform t = childBone.getCombinedTransform(pos, rot);
setTransform(childBone, t.getTranslation(), t.getRotation(), restoreBoneControl);
}
}
//we give back the control to the keyframed animation
if (restoreBoneControl) {
bone.setUserControl(false);
}
}
/**
* Set the transforms of a rigidBody to match the transforms of a bone.
* this is used to make the ragdoll follow the skeleton motion while in Kinematic mode
@ -309,16 +284,17 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
link.rigidBody.setPhysicsLocation(position);
link.rigidBody.setPhysicsRotation(tmpRot1);
// position.set(link.bone.getModelSpaceScale()).multLocal(targetModel.getWorldScale());
// //TODO support scale!
// link.rigidBody.getCollisionShape().setScale(position);
}
public Control cloneForSpatial(Spatial spatial) {
throw new UnsupportedOperationException("Not supported yet.");
}
public void reInit() {
/**
* rebuild the ragdoll
* this is useful if you applied scale on the ragdoll after it's been initialized
*/
public void reBuild() {
setSpatial(targetModel);
addToPhysicsSpace();
}
@ -367,12 +343,21 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
logger.log(Level.INFO, "Created physics ragdoll for skeleton {0}", skeleton);
}
/**
* Add a bone name to this control
* Using this method you can specify which bones of the skeleton will be used to build the collision shapes.
* @param name
*/
public void addBoneName(String name) {
boneList.add(name);
}
private void scanSpatial(Spatial model) {
AnimControl animControl = model.getControl(AnimControl.class);
Map<Integer, List<Float>> pointsMap = null;
if (weightThreshold == -1.0f) {
pointsMap = RagdollUtils.buildPointMap(model);
}
skeleton = animControl.getSkeleton();
skeleton.resetAndUpdate();
@ -382,19 +367,29 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
logger.log(Level.INFO, "Found root bone in skeleton {0}", skeleton);
baseRigidBody = new PhysicsRigidBody(new BoxCollisionShape(Vector3f.UNIT_XYZ.mult(0.1f)), 1);
baseRigidBody.setKinematic(mode == Mode.Kinetmatic);
boneRecursion(model, childBone, baseRigidBody, 1);
boneRecursion(model, childBone, baseRigidBody, 1, pointsMap);
}
}
}
private void boneRecursion(Spatial model, Bone bone, PhysicsRigidBody parent, int reccount) {
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 from the bone's associated vertices
PhysicsRigidBody shapeNode = new PhysicsRigidBody(makeShape(link, model), rootMass / (float) reccount);
//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;
@ -408,12 +403,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
bone.getModelSpacePosition().subtract(bone.getParent().getModelSpacePosition(), posToParent).multLocal(initScale);
}
//Joint local position from parent
link.pivotA = posToParent;
//joint local position from current bone
link.pivotB = new Vector3f(0, 0, 0f);
SixDofJoint joint = new SixDofJoint(parent, shapeNode, link.pivotA, link.pivotB, true);
SixDofJoint joint = new SixDofJoint(parent, shapeNode, posToParent, new Vector3f(0, 0, 0f), true);
preset.setupJointForBone(bone.getName(), joint);
link.joint = joint;
@ -426,10 +416,8 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
for (Iterator<Bone> it = bone.getChildren().iterator(); it.hasNext();) {
Bone childBone = it.next();
boneRecursion(model, childBone, parentShape, reccount + 1);
boneRecursion(model, childBone, parentShape, reccount + 1, pointsMap);
}
}
/**
@ -446,7 +434,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
public void setJointLimit(String boneName, float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
PhysicsBoneLink link = boneLinks.get(boneName);
if (link != null) {
setJointLimit(link.joint, maxX, minX, maxY, minY, maxZ, minZ);
RagdollUtils.setJointLimit(link.joint, maxX, minX, maxY, minY, maxZ, minZ);
} else {
logger.log(Level.WARNING, "Not joint was found for bone {0}. make sure you call spatial.addControl(ragdoll) before setting joints limit", boneName);
}
@ -468,16 +456,6 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
}
}
private void setJointLimit(SixDofJoint joint, float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
joint.getRotationalLimitMotor(0).setHiLimit(maxX);
joint.getRotationalLimitMotor(0).setLoLimit(minX);
joint.getRotationalLimitMotor(1).setHiLimit(maxY);
joint.getRotationalLimitMotor(1).setLoLimit(minY);
joint.getRotationalLimitMotor(2).setHiLimit(maxZ);
joint.getRotationalLimitMotor(2).setLoLimit(minZ);
}
private void clearData() {
boneLinks.clear();
baseRigidBody = null;
@ -504,111 +482,6 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
}
}
/**
* Create a hull collision shape from linked vertices to this bone.
*
* @param link
* @param model
* @return
*/
protected HullCollisionShape makeShape(PhysicsBoneLink link, Spatial model) {
Bone bone = link.bone;
List<Integer> boneIndices = null;
if (boneList.isEmpty()) {
boneIndices = new LinkedList<Integer>();
boneIndices.add(skeleton.getBoneIndex(bone));
} else {
boneIndices = getBoneIndices(bone, skeleton);
}
ArrayList<Float> points = new ArrayList<Float>();
if (model instanceof Geometry) {
Geometry g = (Geometry) model;
for (Integer index : boneIndices) {
points.addAll(getPoints(g.getMesh(), index, bone.getModelSpacePosition()));
}
} else if (model instanceof Node) {
Node node = (Node) model;
for (Spatial s : node.getChildren()) {
if (s instanceof Geometry) {
Geometry g = (Geometry) s;
for (Integer index : boneIndices) {
points.addAll(getPoints(g.getMesh(), index, bone.getModelSpacePosition()));
}
}
}
}
float[] p = new float[points.size()];
for (int i = 0; i < points.size(); i++) {
p[i] = points.get(i);
}
return new HullCollisionShape(p);
}
//retruns the list of bone indices of the given bone and its child(if they are not in the boneList)
protected List<Integer> getBoneIndices(Bone bone, Skeleton skeleton) {
List<Integer> list = new LinkedList<Integer>();
list.add(skeleton.getBoneIndex(bone));
for (Bone chilBone : bone.getChildren()) {
if (!boneList.contains(chilBone.getName())) {
list.addAll(getBoneIndices(chilBone, skeleton));
}
}
return list;
}
/**
* returns a list of points for the given bone
* @param mesh
* @param boneIndex
* @param offset
* @param link
* @return
*/
private List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f offset) {
FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
ByteBuffer boneIndices = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData();
FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData();
vertices.rewind();
boneIndices.rewind();
boneWeight.rewind();
ArrayList<Float> results = new ArrayList<Float>();
int vertexComponents = mesh.getVertexCount() * 3;
for (int i = 0; i < vertexComponents; i += 3) {
int k;
boolean add = false;
int start = i / 3 * 4;
for (k = start; k < start + 4; k++) {
if (boneIndices.get(k) == boneIndex && boneWeight.get(k) >= weightThreshold) {
add = true;
break;
}
}
if (add) {
Vector3f pos = new Vector3f();
pos.x = vertices.get(i);
pos.y = vertices.get(i + 1);
pos.z = vertices.get(i + 2);
pos.subtractLocal(offset).multLocal(initScale);
results.add(pos.x);
results.add(pos.y);
results.add(pos.z);
}
}
return results;
}
protected void removeFromPhysicsSpace() {
if (space == null) {
return;
@ -818,28 +691,7 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
assert vars.unlock();
for (Bone bone : skeleton.getRoots()) {
setUserControl(bone, mode == Mode.Ragdoll);
}
}
/**
* Set the control into Kinematic mode
* In theis mode, the collision shapes follow the movements of the skeleton,
* and can interact with physical environement
*/
public void setKinematicMode() {
if (mode != Mode.Kinetmatic) {
setMode(Mode.Kinetmatic);
}
}
/**
* Sets the control into Ragdoll mode
* The skeleton is entirely controlled by physics.
*/
public void setRagdollMode() {
if (mode != Mode.Ragdoll) {
setMode(Mode.Ragdoll);
RagdollUtils.setUserControl(bone, mode == Mode.Ragdoll);
}
}
@ -883,16 +735,30 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
assert vars.unlock();
for (Bone bone : skeleton.getRoots()) {
setUserControl(bone, false);
RagdollUtils.setUserControl(bone, false);
}
blendStart = 0;
}
private void setUserControl(Bone bone, boolean bool) {
bone.setUserControl(bool);
for (Bone child : bone.getChildren()) {
setUserControl(child, bool);
/**
* Set the control into Kinematic mode
* In theis mode, the collision shapes follow the movements of the skeleton,
* and can interact with physical environement
*/
public void setKinematicMode() {
if (mode != Mode.Kinetmatic) {
setMode(Mode.Kinetmatic);
}
}
/**
* Sets the control into Ragdoll mode
* The skeleton is entirely controlled by physics.
*/
public void setRagdollMode() {
if (mode != Mode.Ragdoll) {
setMode(Mode.Ragdoll);
}
}
@ -915,18 +781,6 @@ public class KinematicRagdollControl implements PhysicsControl, PhysicsCollision
listeners.add(listener);
}
protected static class PhysicsBoneLink {
Bone bone;
Quaternion initalWorldRotation;
SixDofJoint joint;
PhysicsRigidBody rigidBody;
Vector3f pivotA;
Vector3f pivotB;
Quaternion startBlendingRot = new Quaternion();
Vector3f startBlendingPos = new Vector3f();
}
public void setRootMass(float rootMass) {
this.rootMass = rootMass;
}

@ -0,0 +1,273 @@
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.bullet.control.ragdoll;
import com.jme3.animation.Bone;
import com.jme3.animation.Skeleton;
import com.jme3.bullet.collision.shapes.HullCollisionShape;
import com.jme3.bullet.joints.SixDofJoint;
import com.jme3.math.Quaternion;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.VertexBuffer.Type;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Set;
/**
*
* @author Nehon
*/
public class RagdollUtils {
public static void setJointLimit(SixDofJoint joint, float maxX, float minX, float maxY, float minY, float maxZ, float minZ) {
joint.getRotationalLimitMotor(0).setHiLimit(maxX);
joint.getRotationalLimitMotor(0).setLoLimit(minX);
joint.getRotationalLimitMotor(1).setHiLimit(maxY);
joint.getRotationalLimitMotor(1).setLoLimit(minY);
joint.getRotationalLimitMotor(2).setHiLimit(maxZ);
joint.getRotationalLimitMotor(2).setLoLimit(minZ);
}
public static Map<Integer, List<Float>> buildPointMap(Spatial model) {
Map<Integer, List<Float>> map = new HashMap<Integer, List<Float>>();
if (model instanceof Geometry) {
Geometry g = (Geometry) model;
buildPointMapForMesh(g.getMesh(), map);
} else if (model instanceof Node) {
Node node = (Node) model;
for (Spatial s : node.getChildren()) {
if (s instanceof Geometry) {
Geometry g = (Geometry) s;
buildPointMapForMesh(g.getMesh(), map);
}
}
}
return map;
}
private static Map<Integer, List<Float>> buildPointMapForMesh(Mesh mesh, Map<Integer, List<Float>> map) {
FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
ByteBuffer boneIndices = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData();
FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData();
vertices.rewind();
boneIndices.rewind();
boneWeight.rewind();
int vertexComponents = mesh.getVertexCount() * 3;
int k, start, index;
float maxWeight = 0;
for (int i = 0; i < vertexComponents; i += 3) {
start = i / 3 * 4;
index = 0;
maxWeight = -1;
for (k = start; k < start + 4; k++) {
float weight = boneWeight.get(k);
if (weight > maxWeight) {
maxWeight = weight;
index = boneIndices.get(k);
}
}
List<Float> points = map.get(index);
if (points == null) {
points = new ArrayList<Float>();
map.put(index, points);
}
points.add(vertices.get(i));
points.add(vertices.get(i + 1));
points.add(vertices.get(i + 2));
}
return map;
}
/**
* 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);
}
//retruns the list of bone indices of the given bone and its child(if they are not in the boneList)
public static List<Integer> getBoneIndices(Bone bone, Skeleton skeleton, Set<String> boneList) {
List<Integer> list = new LinkedList<Integer>();
if (boneList.isEmpty()) {
list.add(skeleton.getBoneIndex(bone));
} else {
list.add(skeleton.getBoneIndex(bone));
for (Bone chilBone : bone.getChildren()) {
if (!boneList.contains(chilBone.getName())) {
list.addAll(getBoneIndices(chilBone, skeleton, boneList));
}
}
}
return list;
}
/**
* Create a hull collision shape from linked vertices to this bone.
*
* @param link
* @param model
* @return
*/
public static HullCollisionShape makeShapeFromVerticeWeights(Spatial model, List<Integer> boneIndices, Vector3f initialScale, Vector3f initialPosition, float weightThreshold) {
ArrayList<Float> points = new ArrayList<Float>();
if (model instanceof Geometry) {
Geometry g = (Geometry) model;
for (Integer index : boneIndices) {
points.addAll(getPoints(g.getMesh(), index, initialScale, initialPosition, weightThreshold));
}
} else if (model instanceof Node) {
Node node = (Node) model;
for (Spatial s : node.getChildren()) {
if (s instanceof Geometry) {
Geometry g = (Geometry) s;
for (Integer index : boneIndices) {
points.addAll(getPoints(g.getMesh(), index, initialScale, initialPosition, weightThreshold));
}
}
}
}
float[] p = new float[points.size()];
for (int i = 0; i < points.size(); i++) {
p[i] = points.get(i);
}
return new HullCollisionShape(p);
}
/**
* returns a list of points for the given bone
* @param mesh
* @param boneIndex
* @param offset
* @param link
* @return
*/
private static List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f initialScale, Vector3f offset, float weightThreshold) {
FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
ByteBuffer boneIndices = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData();
FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData();
vertices.rewind();
boneIndices.rewind();
boneWeight.rewind();
ArrayList<Float> results = new ArrayList<Float>();
int vertexComponents = mesh.getVertexCount() * 3;
for (int i = 0; i < vertexComponents; i += 3) {
int k;
boolean add = false;
int start = i / 3 * 4;
for (k = start; k < start + 4; k++) {
if (boneIndices.get(k) == boneIndex && boneWeight.get(k) >= weightThreshold) {
add = true;
break;
}
}
if (add) {
Vector3f pos = new Vector3f();
pos.x = vertices.get(i);
pos.y = vertices.get(i + 1);
pos.z = vertices.get(i + 2);
pos.subtractLocal(offset).multLocal(initialScale);
results.add(pos.x);
results.add(pos.y);
results.add(pos.z);
}
}
return results;
}
/**
* Updates a bone position and rotation.
* if the child bones are not in the bone list this means, they are not associated with a physic shape.
* So they have to be updated
* @param bone the bone
* @param pos the position
* @param rot the rotation
*/
public static void setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean restoreBoneControl, Set<String> boneList) {
//we ensure that we have the control
if (restoreBoneControl) {
bone.setUserControl(true);
}
//we set te user transforms of the bone
bone.setUserTransformsWorld(pos, rot);
for (Bone childBone : bone.getChildren()) {
//each child bone that is not in the list is updated
if (!boneList.contains(childBone.getName())) {
Transform t = childBone.getCombinedTransform(pos, rot);
setTransform(childBone, t.getTranslation(), t.getRotation(), restoreBoneControl, boneList);
}
}
//we give back the control to the keyframed animation
if (restoreBoneControl) {
bone.setUserControl(false);
}
}
public static void setUserControl(Bone bone, boolean bool) {
bone.setUserControl(bool);
for (Bone child : bone.getChildren()) {
setUserControl(child, bool);
}
}
}

@ -39,7 +39,6 @@ import com.jme3.animation.LoopMode;
import com.jme3.bullet.BulletAppState;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.TextureKey;
import com.jme3.bounding.BoundingBox;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionObject;
@ -102,7 +101,7 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(1.0f);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
setupLight();
@ -161,13 +160,10 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
model.setLocalRotation(q);
if (angles[0] < 0) {
animChannel.setAnim("StandUpBack");
// ragdoll.setKinematicMode();
ragdoll.blendToKinematicMode(0.5f);
} else {
animChannel.setAnim("StandUpFront");
ragdoll.blendToKinematicMode(0.5f);
// ragdoll.setKinematicMode();
}
}
@ -179,15 +175,12 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
bulletSize -= 0.1f;
}
if (name.equals("shoot") && isPressed) {
// bulletSize = 0;
}
if (name.equals("stop") && isPressed) {
// bulletAppState.setEnabled(!bulletAppState.isEnabled());
if (name.equals("stop") && isPressed) {
ragdoll.setEnabled(!ragdoll.isEnabled());
ragdoll.setRagdollMode();
}
if (name.equals("shoot") && !isPressed) {
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
@ -208,8 +201,8 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
bulletg.setLocalScale(bulletSize);
bulletCollisionShape = new SphereCollisionShape(bulletSize);
BombControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);
bulletNode.setForceFactor(10);
bulletNode.setExplosionRadius(30);
bulletNode.setForceFactor(8);
bulletNode.setExplosionRadius(20);
bulletNode.setCcdMotionThreshold(0.001f);
bulletNode.setLinearVelocity(cam.getDirection().mult(180));
bulletg.addControl(bulletNode);
@ -285,7 +278,6 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
ragdoll.addBoneName("Hand.R");
ragdoll.addBoneName("Hand.L");
ragdoll.addBoneName("Neck");
// ragdoll.addBoneName("Head");
ragdoll.addBoneName("Root");
ragdoll.addBoneName("Stomach");
ragdoll.addBoneName("Waist");
@ -309,7 +301,7 @@ public class TestBoneRagdoll extends SimpleApplication implements RagdollCollisi
@Override
public void simpleUpdate(float tpf) {
// System.out.println(((BoundingBox) model.getWorldBound()).getYExtent());
// System.out.println(((BoundingBox) model.getWorldBound()).getYExtent());
// elTime += tpf;
// if (elTime > 3) {
// elTime = 0;

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