[SOLVED] Rotation Joint problem

Hi,
I would like to create a game in which spin a wheel with click. I tried with customcontrol and in update(), i had control speed but i don’t have degs of rotation :frowning: so I have tried to use joint… It’s very hard for me.
I have copied and modified a program with only roll rotation.

but with this solution, my hammer node (dynamic box) don’t rotate of right degs. :frowning: i don’t undestoond this behavior. Can you halp me pls :frowning:

Other little question why picture don’t overlap boxshape but it stay on left low corner?? :S
thanks for attention :slight_smile:

package mygame;

import java.util.logging.Logger;

import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.joints.SixDofJoint;
import com.jme3.bullet.joints.motors.RotationalLimitMotor;
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.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import static com.jme3.math.FastMath.PI;
import static com.jme3.math.FastMath.TWO_PI;
import static com.jme3.math.FastMath.abs;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
import com.jme3.ui.Picture;
import java.util.Arrays;

public class TestRot extends SimpleApplication implements ActionListener {

    private static final Logger logger =
            Logger.getLogger(TestRot.class.getName());
    protected BulletAppState bulletAppState;
    protected Geometry desiredArrow;
    protected Geometry distanceArrow;
    // current velocity for every axis
    protected float desiredRollVelocity = 0;
    /**
     * Angles during last frame. Used for calculating velocity
     */
    protected final float[] lastFrameAngles = {0, 0, 0};
// PD controller gain values
    protected final float proportionalGain = 1;
    protected final float derivativeGain = 1;
    protected boolean motorEnabled = true;
    protected SixDofJoint joint;
    protected RotationalLimitMotor rollMotor;
    private int i;
    private boolean somma = true;
    private boolean first = true;

    @Override
    public void simpleInitApp() {
        bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);
        bulletAppState.getPhysicsSpace().enableDebug(assetManager);

        setupKeys();
        setupJoint();
        setupArrows();

        AmbientLight ambient = new AmbientLight();
        ambient.setColor(ColorRGBA.White);
        rootNode.addLight(ambient);

        flyCam.setEnabled(false);
    }

    private void setupKeys() {
        inputManager.addMapping("RollPlus", new KeyTrigger(KeyInput.KEY_L));
        inputManager.addMapping("RollMinus", new KeyTrigger(KeyInput.KEY_J));
        inputManager.addMapping("Reset", new KeyTrigger(KeyInput.KEY_R));
        inputManager.addMapping("toggleEnableMotors", new KeyTrigger(KeyInput.KEY_SPACE));
        inputManager.addListener(this, "RollMinus", "RollPlus", "PitchMinus", "PitchPlus", "YawMinus", "YawPlus", "Reset", "toggleEnableMotors");
    }

    private void setupJoint() {
        // Static nodes have zero mass
        Node holderNode =
                createPhysicsTestNode(new BoxCollisionShape(new Vector3f(.1f, .1f, .1f)), 0);
        holderNode.getControl(RigidBodyControl.class).setPhysicsLocation(new Vector3f(0, -2, 0));
        rootNode.attachChild(holderNode);
        bulletAppState.getPhysicsSpace().add(holderNode);

        // dynamic node with mass of 1
        Node weightNode =
                createPhysicsTestNode2(new BoxCollisionShape(new Vector3f(.3f, .3f, .3f)), 1);
        RigidBodyControl weightNodeControl = weightNode.getControl(RigidBodyControl.class);
        weightNodeControl.setPhysicsLocation(new Vector3f(0, -2, 1));
        rootNode.attachChild(weightNode);
        bulletAppState.getPhysicsSpace().add(weightNode);

        // Joint with six degrees of freedom, we will only use 3 of them
        joint =
                new SixDofJoint(holderNode.getControl(RigidBodyControl.class),
                weightNode.getControl(RigidBodyControl.class),
                Vector3f.ZERO, new Vector3f(0f, 0, 1f), true);
        bulletAppState.getPhysicsSpace().add(joint);
        // fetch the reference for the rotational motors and enable them
        rollMotor = joint.getRotationalLimitMotor(2);
        setEnableMotors(motorEnabled);
        rollMotor.setMaxMotorForce(1);
        // physics simulation puts objects to sleep when moving slower than
        // sleeping threshold. We do not want that.
        weightNodeControl.setAngularSleepingThreshold(0);
        weightNodeControl.setGravity(Vector3f.ZERO);
    }

    private void setupArrows() {
        Arrow desiredArrowMesh = new Arrow(Vector3f.UNIT_Z);
        desiredArrow = new Geometry("desired arrow", desiredArrowMesh);

        Material pingMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        pingMat.setColor("Color", ColorRGBA.Pink);
        desiredArrow.setMaterial(pingMat);

        rootNode.attachChild(desiredArrow);

        Arrow distanceArrowMesh = new Arrow(Vector3f.UNIT_Z);
        distanceArrow = new Geometry("distance arrow", distanceArrowMesh);

        Material yellowMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        yellowMat.setColor("Color", ColorRGBA.Yellow);
        distanceArrow.setMaterial(yellowMat);

        rootNode.attachChild(distanceArrow);
    }

    @Override
    public void onAction(String name, boolean isPressed, float tpf) {
        if (name.equals("RollPlus") && isPressed) {
            desiredRollVelocity += 0.5;
        }
        if (name.equals("RollMinus") && isPressed) {
            desiredRollVelocity -= 0.5;
        }
        if (name.equals("Reset") && isPressed) {
            desiredRollVelocity = 0;
            desiredArrow.setLocalRotation(new Quaternion());

            joint.getBodyB().clearForces();
            joint.getBodyB().setPhysicsLocation(Vector3f.UNIT_Y);
            joint.getBodyB().setPhysicsRotation(new Quaternion());
        }
        if (name.equals("toggleEnableMotors") && isPressed) {
            setEnableMotors(!motorEnabled);
            logger.info("motorEnabled = " + motorEnabled);
        }
    }

    private void setEnableMotors(boolean enableMotors) {
        motorEnabled = enableMotors;

        rollMotor.setEnableMotor(enableMotors);
    }

    @Override
    public void simpleUpdate(float tpf) {
// calculate rotation step for this frame from velocities
        Quaternion rotationStep = new Quaternion().fromAngleNormalAxis(-desiredRollVelocity * tpf, Vector3f.UNIT_Z);
        desiredArrow.rotate(rotationStep);    //rotazione asse velocità V  (radianti) (rosa)

// get current orientation from weight node
        Quaternion currentRotation = joint.getBodyB().getPhysicsRotation();
        float[] currentAngles = currentRotation.toAngles(null);         //velocità angolare motore

        if (FastMath.abs(currentAngles[2]) > FastMath.abs(FastMath.DEG_TO_RAD * 44)
                && FastMath.abs(currentAngles[2]) < FastMath.abs(FastMath.DEG_TO_RAD * 46)) {
            if (somma == true) {
                i += 45;
                System.out.println(i + " => " + currentAngles[2] + " : " + currentAngles[2] * FastMath.RAD_TO_DEG);
                somma = false;
            }
        }
        if (FastMath.abs(currentAngles[2]) > FastMath.abs(FastMath.DEG_TO_RAD * 46)) {
            somma = true;
        }

// get desired angles from desired angle’s arrow rotation
        Quaternion desiredRotation = desiredArrow.getLocalRotation();
        float[] desiredAngles = desiredRotation.toAngles(null);     //rotazione asse velocità V (angolare)

        Quaternion distanceRotation = desiredRotation.inverse().mult(currentRotation);
        distanceArrow.setLocalRotation(distanceRotation);           //arrow distanza (giallo) inverso della velocità desiderata * rotazione motore

        float[] distance = distanceRotation.toAngles(null);

        rollMotor.setTargetVelocity(calcMotorTargetVelocity(2, currentAngles[2], distance[2], desiredRollVelocity));

        // logger.info("des: " + Arrays.toString(desiredAngles) + "cur: " + Arrays.toString(currentAngles) + "dis: " + Arrays.toString(distance) + " sum: " + (abs(distance[0]) + abs(distance[1]) + abs(distance[2])));
    }

    protected float calcMotorTargetVelocity(int index, float currentAngle, float distance, float desiredVelocity) {
        float angularVelocity = angleDistance(currentAngle, lastFrameAngles[index]);
        lastFrameAngles[index] = currentAngle;

        float val = proportionalGain * (distance) + derivativeGain * (desiredVelocity - angularVelocity);

        //System.out.println(val);
        return val;
    }

    /**
     * Calculate distance between two angles taking the shortest way. Return
     * value does not exceed PI and -PI.
     *
     * @param target
     * @param source
     * @return distance angle
     */
    protected float angleDistance(float target, float source) {
        float result = target - source;

        if (result > PI) {
            return result - TWO_PI;
        } else if (result < -PI) {
            return result + TWO_PI;
        } else {
            return result;
        }
    }

    public Node createPhysicsTestNode(CollisionShape shape, float mass) {
        Node node = new Node("PhysicsNode");
        RigidBodyControl control = new RigidBodyControl(shape, mass);
        node.addControl(control);
        return node;
    }

    public Node createPhysicsTestNode2(CollisionShape shape, float mass) {
        Node node = new Node("PhysicsNode");
        RigidBodyControl control = new RigidBodyControl(shape, mass);
        node.addControl(control);

        Picture pic = new Picture("freccia");
        pic.setImage(assetManager, "Interface/image/freccia.jpg", true);
        pic.setWidth(settings.getWidth() / 5);
        pic.setHeight(settings.getHeight() / 5);
        node.attachChild(pic);
        pic.center();
        return node;
    }

    public static void main(String[] args) {
        TestRot app = new TestRot();
        app.start();
    }
}

hello
I corrected method simpleupdate :slight_smile: with and now it work correctly

       if (FastMath.abs(Math.round(currentAngles[2])) > FastMath.DEG_TO_RAD * 90
                || FastMath.abs(Math.round(currentAngles[2])) == 0) {

            if (last != FastMath.abs(Math.round(currentAngles[2]))) {
                i += 90;
                System.out.println(i + " => " + currentAngles[2] + " : " + currentAngles[2] * FastMath.RAD_TO_DEG);
                last = FastMath.abs(Math.round(currentAngles[2]));
            }
        }