- clean up KinematicRagdollControl lifecycle, can now be rebuilt or re-added while in the physics space

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10398 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 12 years ago
parent dcd5fd5b4e
commit 967ec9cbe6
  1. 68
      engine/src/bullet-common/com/jme3/bullet/control/KinematicRagdollControl.java

@ -65,33 +65,29 @@ import java.util.*;
import java.util.logging.Level;
import java.util.logging.Logger;
/**<strong>This control is still a WIP, use it at your own risk</strong><br>
* To use this control you need a model with an AnimControl and a SkeletonControl.<br>
* This should be the case if you imported an animated model from Ogre or blender.<br>
* Note enabling/disabling the control add/removes it from the physic space<br>
* <p>
* This control creates collision shapes for each bones of the skeleton when you call spatial.addControl(ragdollControl).
* <ul>
* <li>The shape is HullCollision shape based on the vertices associated with each bone and based on a tweakable weight threshold (see setWeightThreshold)</li>
* <li>If you don't want each bone to be a collision shape, you can specify what bone to use by using the addBoneName method<br>
* By using this method, bone that are not used to create a shape, are "merged" to their parent to create the collision shape.
* </li>
* </ul>
*</p>
*<p>
*There are 2 modes for this control :
* <ul>
* <li><strong>The kinematic modes :</strong><br>
* this is the default behavior, this means that the collision shapes of the body are able to interact with physics enabled objects.
* in this mode physic shapes follow the moovements of the animated skeleton (for example animated by a key framed animation)
* this mode is enabled by calling setKinematicMode();
* </li>
* <li><strong>The ragdoll modes :</strong><br>
* To enable this behavior, you need to call setRagdollMode() method.
* In this mode the charater is entirely controled by physics, so it will fall under the gravity and move if any force is applied to it.
* </li>
* </ul>
*</p>
/**
* <strong>This control is still a WIP, use it at your own risk</strong><br> To
* use this control you need a model with an AnimControl and a
* SkeletonControl.<br> This should be the case if you imported an animated
* model from Ogre or blender.<br> Note enabling/disabling the control
* add/removes it from the physic space<br> <p> This control creates collision
* shapes for each bones of the skeleton when you call
* spatial.addControl(ragdollControl). <ul> <li>The shape is HullCollision shape
* based on the vertices associated with each bone and based on a tweakable
* weight threshold (see setWeightThreshold)</li> <li>If you don't want each
* bone to be a collision shape, you can specify what bone to use by using the
* addBoneName method<br> By using this method, bone that are not used to create
* a shape, are "merged" to their parent to create the collision shape. </li>
* </ul> </p> <p> There are 2 modes for this control : <ul> <li><strong>The
* kinematic modes :</strong><br> this is the default behavior, this means that
* the collision shapes of the body are able to interact with physics enabled
* objects. in this mode physic shapes follow the moovements of the animated
* skeleton (for example animated by a key framed animation) this mode is
* enabled by calling setKinematicMode(); </li> <li><strong>The ragdoll modes
* :</strong><br> To enable this behavior, you need to call setRagdollMode()
* method. In this mode the charater is entirely controled by physics, so it
* will fall under the gravity and move if any force is applied to it. </li>
* </ul> </p>
*
* @author Normen Hansen and Rémy Bouquet (Nehon)
*/
@ -206,7 +202,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
TempVars vars = TempVars.get();
Quaternion tmpRot1 = vars.quat1;
Quaternion tmpRot2 = vars.quat2;
for (PhysicsBoneLink link : boneLinks.values()) {
Vector3f position = vars.vect1;
@ -334,20 +330,15 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
* after it's been initialized, same as reattaching.
*/
public void reBuild() {
if (added) {
removePhysics(space);
setSpatial(targetModel);
addPhysics(space);
} else {
setSpatial(targetModel);
if (spatial == null) {
return;
}
removeSpatialData(spatial);
createSpatialData(spatial);
}
@Override
protected void createSpatialData(Spatial model) {
if (added) {
removePhysics(space);
}
targetModel = model;
Node parent = model.getParent();
@ -390,7 +381,6 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
protected void removeSpatialData(Spatial spat) {
if (added) {
removePhysics(space);
added = false;
}
boneLinks.clear();
}
@ -852,7 +842,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
InputCapsule ic = im.getCapsule(this);
String[] loadedBoneList = ic.readStringArray("boneList", new String[0]);
boneList.addAll(Arrays.asList(loadedBoneList));
PhysicsBoneLink[] loadedBoneLinks = (PhysicsBoneLink[])ic.readSavableArray("boneList", new PhysicsBoneLink[0]);
PhysicsBoneLink[] loadedBoneLinks = (PhysicsBoneLink[]) ic.readSavableArray("boneList", new PhysicsBoneLink[0]);
for (PhysicsBoneLink physicsBoneLink : loadedBoneLinks) {
boneLinks.put(physicsBoneLink.bone.getName(), physicsBoneLink);
}

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