[SOLVED] JME can’t find setAngularVelocity symbol

Please can someone help me? I’m new to JME and just started learning it. There’s an error with this line of code: [java]box_geo.setAngularVelocity(new Vector3f(0f,0f,1f));[/java] It says it cannot find symbol (the symbol is setAngularVelocity). It seems that I’m the only one with this error. The object box_geo is a square with physics (RigidBodyControl)

call setAngularVelocity on the rigidbody not the geometry

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call setAngularVelocity on the rigidbody not the geometry

And how may I do that? sorry, I'm a noob haha.

Here's all of the code: [java]package mygame;

import com.jme3.app.SimpleApplication;
import com.jme3.app.SimpleApplication;
import com.jme3.bounding.BoundingBox;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.font.BitmapText;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.AnalogListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
import java.util.ArrayList;
import java.util.List;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;

* Example 9 - How to make walls and floors solid.
* This collision code uses Physics and a custom Action Listener.
* @author normen, with edits by Zathras
public class Main extends SimpleApplication
implements ActionListener {

private Spatial sceneModel;
private BulletAppState bulletAppState;
private RigidBodyControl landscape;
private BoxCollisionShape boxShape = new BoxCollisionShape(new Vector3f(04.25f,4.25f,4.25f));
private Node obstacle;
private CapsuleCollisionShape obstacleCollisionShape = new CapsuleCollisionShape(3.5f, 3.5f);
private SphereCollisionShape boxCollisionShape;
private CharacterControl player;
private Vector3f walkDirection = new Vector3f();
private boolean left = false, right = false, up = false, down = false;

public static void main(String[] args) {
Main app = new Main();

protected Geometry box_geo;

public void simpleInitApp() {
/** Set up Physics */
bulletAppState = new BulletAppState();

// We re-use the flyby camera for rotation, while positioning is handled by physics
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));

// We load the scene from the zip file and adjust its size.
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");

// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass zero.
CollisionShape sceneShape =
CollisionShapeFactory.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);

Box box = new Box( new Vector3f(0,0,0),4.25f, 4.25f, 4.25f);
Material mat1 = new Material(assetManager,
Geometry boxGeometry = new Geometry("Box", box);
mat1.setColor("Color", ColorRGBA.Gray);

obstacle = new Node("obstacle");
obstacle.rotate(3, 0, 2);
RigidBodyControl bodyControl = new RigidBodyControl(boxShape, 1);

Box b = new Box(1,1,1);
box_geo = new Geometry("Box", b);
box_geo.addControl(new RigidBodyControl( 1.0f ));


// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
player = new CharacterControl(capsuleShape, 0.05f);
player.setPhysicsLocation(new Vector3f(0, 10, 40));

// We attach the scene and the player to the rootNode and the physics space,
// to make them appear in the game world.

private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();

DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());

/** We over-write some navigational key mappings here, so we can
* add physics-controlled walking and jumping: */
private void setUpKeys() {
inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "Left");
inputManager.addListener(this, "Right");
inputManager.addListener(this, "Up");
inputManager.addListener(this, "Down");
inputManager.addListener(this, "Jump");

/** These are our custom actions triggered by key presses.
* We do not walk yet, we just keep track of the direction the user pressed. */
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Left")) {
left = value;
} else if (binding.equals("Right")) {
right = value;
} else if (binding.equals("Up")) {
up = value;
} else if (binding.equals("Down")) {
down = value;
} else if (binding.equals("Jump")) {

* This is the main event loop--walking happens here.
* We check in which direction the player is walking by interpreting
* the camera direction forward (camDir) and to the side (camLeft).
* The setWalkDirection() command is what lets a physics-controlled player walk.
* We also make sure here that the camera moves with player.

public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
walkDirection.set(0, 0, 0);
if (left) { walkDirection.addLocal(camLeft); }
if (right) { walkDirection.addLocal(camLeft.negate()); }
if (up) { walkDirection.addLocal(camDir); }
if (down) { walkDirection.addLocal(camDir.negate()); }

box_geo.setAngularVelocity(new Vector3f(0f,0f,1f));


[java]box_geo.getControl (RigidBodyControl.class).setAngularVelocity ();[/java]


Thank you so much wezrule! You’ve solved my problem. You sir, deserve a cookie!

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