PhysicsCharacterNode and Gravity (beginner level) --Solved

Hello,



[Edited : Post was previously named : Initializing gravity on a PhysicsCharacterNode ]

I’ve found what was wrong with my PhysicsCharacterNode … I didn’t link the correct object to the root Node.



Now I have that :

[java]

bulletAppState = new BulletAppState();

bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);

stateManager.attach( bulletAppState );

physicsSpace = bulletAppState.getPhysicsSpace();



//Load physicsnodes

for( Iterator<PhysicsCharacterNode> i = playerTeam.getPhysicsNodeList().iterator(); i.hasNext(); )

{

PhysicsCharacterNode node = i.next();

characterNodes.add( node );

rootNode.attachChild( node );

physicsSpace.add( node );

}

[/java]



And my physical node are :

[java]

CharacterAppearance app = character.getAppearance();

//CapsuleCollisionShape capsule = new CapsuleCollisionShape( 1.0f + app.getWidth(), app.getHeight());

BoxCollisionShape capsule = new BoxCollisionShape(new Vector3f( 1.0f, 2.5f, 1.0f));

this.battleChar = new PhysicsCharacterNode(model, capsule, 0.01f);

this.battleChar.setUpAxis(1);

this.battleChar.setGravity(10);

this.battleChar.setFallSpeed(1);

this.battleChar.setJumpSpeed(10);

[/java]



Now my character is correctly displayed but it falls through other physical object :frowning:

I tried to add a simple plane as the landscape :

[java]

//create land

Box box1 = new Box(Vector3f.ZERO, 50f, 2f, 50f);

Geometry landBox = new Geometry(“Box1”, box1);

Material mat1 = new Material( ViewManager.getAssetManager(), “Common/MatDefs/Misc/SolidColor.j3md”);

mat1.setColor(“m_Color”, ColorRGBA.Green);

landBox.setMaterial(mat1);

PhysicsNode physland = new PhysicsNode(landBox, new BoxCollisionShape(new Vector3f( 50f, 2f, 50f)), 0);

rootNode.attachChild(physland);

physicsSpace.add(physland);

[/java] (retrieved from the post ‘Problem with collisions between player & geometry’ )



But it still go through :frowning:



Something is missing ?

Ok.



I’ve found where the problem was…



I applied the setLocalTranslation to the initial model and not the the PhysicsCharacterNode …



Sorry for this worthless post.