Model passes through floor of scene

Hello all,

I am trying to develop a simple racing game with the model/controls used in the fancycarmodeI, but I am having issues with the vehicle model I am using passing through the floor of the j3o scene.

My code is as follows:

package mygame;

import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.scene.shape.Cylinder;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.control.VehicleControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.ActionListener;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix3f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.shadow.BasicShadowRenderer;

public class Main extends SimpleApplication implements ActionListener {

 private Spatial sceneModel;
 private RigidBodyControl landscape;
 private RigidBodyControl player_phy;
 private BulletAppState bulletAppState;
 private Node carNode;
 private VehicleControl player;
 private static float steeringValue = 0f;
 private static float accelerationValue = 0f;    
 private final float accelerationForce = 1000.0f;
 private final float brakeForce = 100.0f;
 private Vector3f jumpForce = new Vector3f(0, 3000, 0);
 
 public static void main(String[] args) {
     Main app = new Main();
     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() {
 
 setupKeys();
     
  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);
     }
 
 cam.setFrustumFar(150f);
 flyCam.setMoveSpeed(30f);    
 
 initScene();
 initLight();

com.jme3.bullet.collision.shapes.CollisionShape sceneShape = 
CollisionShapeFactory.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);

 buildPlayer();

 }
 
   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;
 }
   
    public void buildPlayer() { 
     float stiffness = 120.0f;//200=f1 car
     float compValue = 0.2f; //(lower than damp!)
     float dampValue = 0.3f;
    
     final float mass = 400;
     CompoundCollisionShape compoundShape = new CompoundCollisionShape();
     BoxCollisionShape box = new BoxCollisionShape(new Vector3f(1.2f,0.5f,2.4f));
     compoundShape.addChildShape(box, new Vector3f(0,1,0));

     carNode = (Node)assetManager.loadModel("Models/Ferrari/Car.scene");
     carNode.setShadowMode(RenderQueue.ShadowMode.Cast);
     Geometry chasis = findGeom(carNode, "Car");
     Cylinder wheelMesh = new Cylinder(16, 16, 0.5f, 0.5f * 0.6f, true);

     player_phy = new RigidBodyControl();
     chasis.addControl(player_phy);
     
     com.jme3.bullet.collision.shapes.CollisionShape carHull =   CollisionShapeFactory.createDynamicMeshShape(chasis);

     player = new VehicleControl(carHull, mass);
     carNode.addControl(player);
     
     player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
     player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
     player.setSuspensionStiffness(stiffness);
     player.setMaxSuspensionForce(10000);

     Material mat = new Material(getAssetManager       (), "Common/MatDefs/Misc/ColoredTextured.j3md");
     mat.setColor("Color", ColorRGBA.BlackNoAlpha);

     
     Vector3f wheelDirection = new Vector3f(0, -1, 0);
     Vector3f wheelAxle = new Vector3f(-1, 0, 0);
     float radius = 0.5f;
     float restLength = 0.3f;
     float yOff = 0.5f;
     float xOff = 1f;
     float zOff = 2f;
     
     Node node1 = new Node("wheel 1 node");
     Geometry wheels1 = new Geometry("wheel 1", wheelMesh);
     node1.attachChild(wheels1);
     wheels1.rotate(0, FastMath.HALF_PI, 0);
     wheels1.setMaterial(mat);

     player.addWheel(node1, new Vector3f(-xOff, yOff, zOff),
     wheelDirection, wheelAxle, restLength, radius, true);
     
     Node node2 = new Node("wheel 2 node");
     Geometry wheels2 = new Geometry("wheel 2", wheelMesh);
     node2.attachChild(wheels2);
     wheels2.rotate(0, FastMath.HALF_PI, 0);
     wheels2.setMaterial(mat);

     player.addWheel(node2, new Vector3f(xOff, yOff, zOff),
     wheelDirection, wheelAxle, restLength, radius, true);

     
     Node node3 = new Node("wheel 3 node");
     Geometry wheels3 = new Geometry("wheel 3", wheelMesh);
     node3.attachChild(wheels3);
     wheels3.rotate(0, FastMath.HALF_PI, 0);
     wheels3.setMaterial(mat);

     player.addWheel(node3, new Vector3f(-xOff, yOff, -zOff),
     wheelDirection, wheelAxle, restLength, radius, false);

     
     Node node4 = new Node("wheel 4 node");
     Geometry wheels4 = new Geometry("wheel 4", wheelMesh);
     node4.attachChild(wheels4);
     wheels4.rotate(0, FastMath.HALF_PI, 0);
     wheels4.setMaterial(mat);

     player.addWheel(node4, new Vector3f(xOff, yOff, -zOff),
     wheelDirection, wheelAxle, restLength, radius, false);
     
     carNode.attachChild(node1);
     carNode.attachChild(node2);
     carNode.attachChild(node3);
     carNode.attachChild(node4);
     
     player.getWheel(2).setFrictionSlip(4);
     player.getWheel(3).setFrictionSlip(4);

     
     bulletAppState.getPhysicsSpace().add(player);
     rootNode.attachChild(carNode);
             
 }   

 public void initScene(){
 sceneModel = assetManager.loadModel("Scenes/Scene.j3o");
 rootNode.attachChild(sceneModel);
 }

 public void initLight(){
 DirectionalLight sun = new DirectionalLight();
 sun.setDirection((new Vector3f(-0.5f, -0.5f, -0.5f)).normalizeLocal());
 sun.setColor(ColorRGBA.White);
 rootNode.addLight(sun);     
 }

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);
} else if (binding.equals(“Ups”)) {
if (value) {
accelerationValue += accelerationForce;
} else {
accelerationValue -= accelerationForce;
}
player.accelerate(accelerationValue);
} else if (binding.equals(“Downs”)) {
if (value) { player.brake(brakeForce); } else { player.brake(0f); }
} else if (binding.equals(“Space”)) {
if (value) {
player.applyImpulse(jumpForce, Vector3f.ZERO);
}
} 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 {
}
}
}
@Override
public void simpleUpdate(float tpf) {
cam.lookAt(carNode.getWorldTranslation(), Vector3f.UNIT_Y);
}
}

If your scene has multiple Geometrys, it probably only uses the first. A workaround is, to go trough it, and add all Geometrys

please use /[java] tags for readability