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@ -1,5 +1,5 @@ |
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* Copyright (c) 2009-2018 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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@ -73,7 +73,7 @@ import java.util.logging.Logger; |
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* use this control you need a model with an AnimControl and a |
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* SkeletonControl.<br> This should be the case if you imported an animated |
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* model from Ogre or blender.<br> Note enabling/disabling the control |
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* add/removes it from the physic space<br> <p> This control creates collision |
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* add/removes it from the physics space<br> <p> This control creates collision |
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* shapes for each bones of the skeleton when you call |
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* spatial.addControl(ragdollControl). <ul> <li>The shape is HullCollision shape |
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* based on the vertices associated with each bone and based on a tweakable |
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@ -84,11 +84,11 @@ import java.util.logging.Logger; |
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* </ul> </p> <p> There are 2 modes for this control : <ul> <li><strong>The |
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* kinematic modes :</strong><br> this is the default behavior, this means that |
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* the collision shapes of the body are able to interact with physics enabled |
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* objects. in this mode physic shapes follow the moovements of the animated |
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* objects. in this mode physics shapes follow the motion of the animated |
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* skeleton (for example animated by a key framed animation) this mode is |
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* enabled by calling setKinematicMode(); </li> <li><strong>The ragdoll modes |
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* :</strong><br> To enable this behavior, you need to call setRagdollMode() |
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* method. In this mode the charater is entirely controled by physics, so it |
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* method. In this mode the character is entirely controlled by physics, so it |
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* will fall under the gravity and move if any force is applied to it. </li> |
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* </ul> </p> |
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* |
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@ -201,7 +201,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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if(mode == Mode.IK){ |
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ikUpdate(tpf); |
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} else if (mode == mode.Ragdoll && targetModel.getLocalTranslation().equals(modelPosition)) { |
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//if the ragdoll has the control of the skeleton, we update each bone with its position in physic world space.
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//if the ragdoll has the control of the skeleton, we update each bone with its position in physics world space.
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ragDollUpdate(tpf); |
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} else { |
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kinematicUpdate(tpf); |
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@ -217,12 +217,12 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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Vector3f position = vars.vect1; |
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//retrieving bone position in physic world space
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//retrieving bone position in physics world space
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Vector3f p = link.rigidBody.getMotionState().getWorldLocation(); |
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//transforming this position with inverse transforms of the model
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targetModel.getWorldTransform().transformInverseVector(p, position); |
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//retrieving bone rotation in physic world space
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//retrieving bone rotation in physics world space
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Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat(); |
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//multiplying this rotation by the initialWorld rotation of the bone,
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@ -264,7 +264,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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} |
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protected void kinematicUpdate(float tpf) { |
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//the ragdoll does not have the controll, so the keyframed animation updates the physic position of the physic bonces
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//the ragdoll does not have control, so the keyframed animation updates the physics position of the physics bonces
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TempVars vars = TempVars.get(); |
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Quaternion tmpRot1 = vars.quat1; |
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Quaternion tmpRot2 = vars.quat2; |
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@ -420,7 +420,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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targetModel.getWorldRotation().mult(tmpRot1, tmpRot1); |
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tmpRot1.normalizeLocal(); |
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//updating physic location/rotation of the physic bone
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//updating physics location/rotation of the physics bone
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link.rigidBody.setPhysicsLocation(position); |
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link.rigidBody.setPhysicsRotation(tmpRot1); |
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@ -707,9 +707,9 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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/** |
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* Enable or disable the ragdoll behaviour. if ragdollEnabled is true, the |
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* character motion will only be powerd by physics else, the characted will |
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* character motion will only be powered by physics else, the character will |
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* be animated by the keyframe animation, but will be able to physically |
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* interact with its physic environnement |
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* interact with its physics environment |
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* |
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* @param ragdollEnabled |
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*/ |
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@ -789,9 +789,9 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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} |
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/** |
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* Set the control into Kinematic mode In theis mode, the collision shapes |
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* Set the control into Kinematic mode In this mode, the collision shapes |
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* follow the movements of the skeleton, and can interact with physical |
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* environement |
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* environment |
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*/ |
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public void setKinematicMode() { |
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if (mode != Mode.Kinematic) { |
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@ -820,7 +820,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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} |
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/** |
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* retruns the mode of this control |
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* returns the mode of this control |
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* |
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* @return |
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*/ |
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@ -903,7 +903,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P |
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} |
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/** |
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* For internal use only specific render for the ragdoll(if debugging) |
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* For internal use only specific render for the ragdoll (if debugging) |
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* |
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* @param rm |
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* @param vp |
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