Make Bounding Box Not Visible

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 :confused: Thanks!