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)
*/
TempVars vars = TempVars.get();
Quaternion tmpRot1 = vars.quat1;
Quaternion tmpRot2 = vars.quat2;
-
+
for (PhysicsBoneLink link : boneLinks.values()) {
Vector3f position = vars.vect1;
* 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();
protected void removeSpatialData(Spatial spat) {
if (added) {
removePhysics(space);
- added = false;
}
boneLinks.clear();
}
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);
}