Hey, I know this sounds really stupid, but how do I make the bounding box not visible? I was messing around with the Fancy Car and stuff, and I can’t seem to make the bounding box/shape not show up. BoundingBox doesn’t have a setVisible method, so I’m a bit confused… Image of it here:
Code:
[java]public class CarGame extends SimpleApplication implements ActionListener {
private BulletAppState bulletAppState;
private PhysicsVehicleControl player;
private PhysicsVehicleWheel fr, fl, br, bl;
private Node node_fr, node_fl, node_br, node_bl;
private float wheelRadius;
private float steeringValue = 0;
private float accelerationValue = 0;
private Node carNode;
private Spatial sceneModel;
private PhysicsRigidBodyControl landscape;
private ChaseCamera chaseCam;
public static void main(String[] args) {
CarGame app = new CarGame();
app.start();
}
private void setupKeys() {
inputManager.addMapping(“Lefts”, new KeyTrigger(KeyInput.KEY_H));
inputManager.addMapping(“Rights”, new KeyTrigger(KeyInput.KEY_K));
inputManager.addMapping(“Ups”, new KeyTrigger(KeyInput.KEY_U));
inputManager.addMapping(“Downs”, new KeyTrigger(KeyInput.KEY_J));
inputManager.addMapping(“Space”, new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping(“Reset”, new KeyTrigger(KeyInput.KEY_RETURN));
inputManager.addListener(this, “Lefts”);
inputManager.addListener(this, “Rights”);
inputManager.addListener(this, “Ups”);
inputManager.addListener(this, “Downs”);
inputManager.addListener(this, “Space”);
inputManager.addListener(this, “Reset”);
}
@Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
if (settings.getRenderer().startsWith(“LWJGL”)) {
BasicShadowRenderer bsr = new BasicShadowRenderer(assetManager, 512);
bsr.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
viewPort.addProcessor(bsr);
}
flyCam.setEnabled(false);
cam.setFrustumFar(150f);
setupKeys();
setupFloor();
buildPlayer();
chaseCam = new ChaseCamera(cam, carNode,inputManager);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-0.5f, -1f, -0.3f).normalizeLocal());
rootNode.addLight(dl);
dl = new DirectionalLight();
dl.setDirection(new Vector3f(0.5f, -0.1f, 0.3f).normalizeLocal());
rootNode.addLight(dl);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
public void setupFloor() {
sceneModel = assetManager.loadModel(“town/main.scene”);
sceneModel.setLocalScale(2f);
CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) sceneModel);
landscape = new PhysicsRigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
sceneModel.setShadowMode(ShadowMode.Receive);
Material mat = assetManager.loadMaterial(“Textures/Terrain/BrickWall/BrickWall.j3m”);
mat.getTextureParam(“DiffuseMap”).getTextureValue().setWrap(WrapMode.Repeat);
// mat.getTextureParam(“NormalMap”).getTextureValue().setWrap(WrapMode.Repeat);
// mat.getTextureParam(“ParallaxMap”).getTextureValue().setWrap(WrapMode.Repeat);
Box floor = new Box(Vector3f.ZERO, 140, 1f, 140);
floor.scaleTextureCoordinates(new Vector2f(112.0f, 112.0f));
Geometry floorGeom = new Geometry(“Floor”, floor);
floorGeom.setShadowMode(ShadowMode.Receive);
floorGeom.setMaterial(mat);
PhysicsNode tb = new PhysicsNode(sceneModel, sceneShape, 0);
tb.setLocalTranslation(new Vector3f(0f, -6, 0f));
// tb.attachDebugShape(assetManager);
rootNode.attachChild(sceneModel);
rootNode.attachChild(tb);
getPhysicsSpace().add(landscape);
getPhysicsSpace().add(tb);
}
private Geometry findGeom(Spatial spatial, String name) {
if (spatial instanceof Node) {
Node node = (Node) spatial;
for (int i = 0; i < node.getQuantity(); i++) {
Spatial child = node.getChild(i);
Geometry result = findGeom(child, name);
if (result != null) {
return result;
}
}
} else if (spatial instanceof Geometry) {
if (spatial.getName().startsWith(name)) {
return (Geometry) spatial;
}
}
return null;
}
private void buildPlayer() {
float stiffness = 120.0f;//200=f1 car
float compValue = 0.2f; //(lower than damp!)
float dampValue = 0.3f;
final float mass = 400;
//Load model and get chassis Geometry
carNode = (Node)assetManager.loadModel(“Models/Ferrari/Car.scene”);
carNode.setShadowMode(ShadowMode.Cast);
Geometry chasis = findGeom(carNode, “Car”);
BoundingBox box = (BoundingBox) chasis.getModelBound();
//Create a hull collision shape for the chassis
CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis);
//Create a vehicle control
player = new PhysicsVehicleControl(carHull, mass);
carNode.addControl(player);
//Setting default values for wheels
player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
player.setSuspensionStiffness(stiffness);
player.setMaxSuspensionForce(10000);
//Create four wheels and add them at their locations
//note that our fancy car actually goes backwards…
Vector3f wheelDirection = new Vector3f(0, -1, 0);
Vector3f wheelAxle = new Vector3f(-1, 0, 0);
Geometry wheel_fr = findGeom(carNode, “WheelFrontRight”);
wheel_fr.center();
box = (BoundingBox) wheel_fr.getModelBound();
wheelRadius = box.getYExtent();
float back_wheel_h = (wheelRadius * 1.7f) - 1f;
float front_wheel_h = (wheelRadius * 1.9f) - 1f;
player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0),wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
Geometry wheel_fl = findGeom(carNode, “WheelFrontLeft”);
wheel_fl.center();
box = (BoundingBox) wheel_fl.getModelBound();
player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0),wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
Geometry wheel_br = findGeom(carNode, “WheelBackRight”);
wheel_br.center();
box = (BoundingBox) wheel_br.getModelBound();
player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0),wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
Geometry wheel_bl = findGeom(carNode, “WheelBackLeft”);
wheel_bl.center();
box = (BoundingBox) wheel_bl.getModelBound();
player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0),wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
player.attachDebugShape(assetManager);
player.getWheel(2).setFrictionSlip(8);
player.getWheel(3).setFrictionSlip(8);
rootNode.attachChild(carNode);
getPhysicsSpace().add(player);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals(“Lefts”)) {
if (value) {
steeringValue += .5f;
} else {
steeringValue += -.5f;
}
player.steer(steeringValue);
} else if (binding.equals(“Rights”)) {
if (value) {
steeringValue += -.5f;
} else {
steeringValue += .5f;
}
player.steer(steeringValue);
} //note that our fancy car actually goes backwards…
else if (binding.equals(“Ups”)) {
if (value) {
if(accelerationValue <= 8000){
accelerationValue -= 800;
}
} else {
accelerationValue += 800;
}
player.accelerate(accelerationValue);
} else if (binding.equals(“Downs”)) {
if (value) {
accelerationValue += 800;
} else {
accelerationValue -= 800;
}
player.accelerate(accelerationValue);
} else if (binding.equals(“Reset”)) {
if (value) {
System.out.println(“Reset”);
player.setPhysicsLocation(Vector3f.ZERO);
player.setPhysicsRotation(new Matrix3f());
player.setLinearVelocity(Vector3f.ZERO);
player.setAngularVelocity(Vector3f.ZERO);
player.resetSuspension();
} else {
}
}
}
}
[/java]
Thanks.
Its not a BoundingBox, its a debug display of the HullCollisionShape of the car. Remove the attachDebugShape() line.
Oh… Thanks! I thought I scoured the code for obvious things like that… but obviously I fail Thanks!