This still prints correct data. However adding a print into update loop showed, that world translation is still correct on the first frame and then changes to 0,0,0.
Can you post the code with your printlns in it?
I mean, if you want to prove to yourself that this normally works it would be pretty easy to create a single class test file that clones a few spatials and moves them around.
This
@Override
public void simpleUpdate(float tpf) {
light.setPosition(cam.getLocation());
for (Spatial s : rootNode.getChildren()){
System.out.println(s.getWorldTranslation());
}
}
Creates this output:
(0.0, 0.0, 0.0)
(0.0, 0.0, 16.0)
(0.0, 0.0, 32.0)
(16.0, 0.0, 0.0)
(16.0, 0.0, 16.0)
(16.0, 0.0, 32.0)
(32.0, 0.0, 0.0)
(32.0, 0.0, 16.0)
(32.0, 0.0, 32.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
(0.0, 0.0, 0.0)
//And so on.
I could create a test case, but at the moment I donāt really have time. Reason: school.
Well, cloning is fundamental to JME as the asset manager clones everything when it loads it. So I guarantee that it is working properly and there is just some aspect of your code that we havenāt spotted.
When you get time to create the simpler test case, you should be able to track down what the issue is from there, I guess.
How were your parts created? Did you add physics controls to them externally?
If soā¦ then itās that setup that is wrong as the physics seems to be overriding the position you set. Physics objects have to be positioned in a different way.
Edit: as a test you could simply try not initializing the bullet state.
That was it!!!
When I created straight.j3o I added a PhysicsControl to it into Scene Composer. Later on I deleted it, but the SDK is bugged and didnāt let me save. Now I just deleted the j3o and regenerated it form .blend.
Thanks for all the help.
To anyone having similar problems in future:
Disable physics first!