- fix missing material in debug state

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10354 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 12 years ago
parent 9b487ede59
commit d729bbc43a
  1. 4
      engine/src/bullet-common/com/jme3/bullet/debug/BulletCharacterDebugControl.java
  2. 9
      engine/src/bullet-common/com/jme3/bullet/debug/BulletGhostObjectDebugControl.java
  3. 4
      engine/src/bullet-common/com/jme3/bullet/debug/BulletRigidBodyDebugControl.java

@ -31,10 +31,7 @@
*/
package com.jme3.bullet.debug;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.objects.PhysicsCharacter;
import com.jme3.bullet.util.DebugShapeFactory;
import com.jme3.math.Quaternion;
@ -82,6 +79,7 @@ public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
Node node = (Node) this.spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
geom.setMaterial(debugAppState.DEBUG_PINK);
node.attachChild(geom);
}
applyPhysicsTransform(body.getPhysicsLocation(location), Quaternion.IDENTITY);

@ -31,10 +31,7 @@
*/
package com.jme3.bullet.debug;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.objects.PhysicsGhostObject;
import com.jme3.bullet.util.DebugShapeFactory;
import com.jme3.math.Quaternion;
@ -48,7 +45,8 @@ import com.jme3.scene.Spatial;
*
* @author normenhansen
*/
public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl{
public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
protected final PhysicsGhostObject body;
protected final Vector3f location = new Vector3f();
protected final Quaternion rotation = new Quaternion();
@ -79,10 +77,11 @@ public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl{
@Override
protected void controlUpdate(float tpf) {
if(myShape != body.getCollisionShape()){
if (myShape != body.getCollisionShape()) {
Node node = (Node) this.spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
geom.setMaterial(debugAppState.DEBUG_YELLOW);
node.attachChild(geom);
}
applyPhysicsTransform(body.getPhysicsLocation(location), Quaternion.IDENTITY);

@ -31,10 +31,7 @@
*/
package com.jme3.bullet.debug;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.objects.PhysicsRigidBody;
import com.jme3.bullet.util.DebugShapeFactory;
import com.jme3.math.Quaternion;
@ -83,6 +80,7 @@ public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
Node node = (Node) this.spatial;
node.detachChild(geom);
geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
geom.setMaterial(debugAppState.DEBUG_BLUE);
node.attachChild(geom);
}
applyPhysicsTransform(body.getPhysicsLocation(location), body.getPhysicsRotation(rotation));

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