public void addClusterToCollisionDomain(Cluster3DExt cluster) { ArrayList<CollisionObject> colObjs = new ArrayList<CollisionObject>(); for (int i = 0; i < cluster.getChildren().length; i++) { colObjs.addAll( this.getAllObjectsForCollisionGroup( cluster.getChildren()[i])); // save all collision objects in on object removeObjectFromCollisionDomain( cluster.getChildren()[i]); // remove current object from collision world } groupId = (short) (groupId << 1); // shift groupId so every group has a unique bit value for (int i = 0; i < colObjs.size(); i++) { collisionWorld.addCollisionObject(colObjs.get(i), groupId, (short) ~groupId); } colObjectsForGroup.put(cluster, colObjs); }
public void addObjectsToCollisionDomain() { Iterator<Entry<MTComponent, ArrayList<MTTriangleMesh>>> groupIter = collisionGroups.entrySet().iterator(); int collidesWith = 0; while (groupIter.hasNext()) { collidesWith = ~groupId; Entry<MTComponent, ArrayList<MTTriangleMesh>> element = groupIter.next(); // CollisionShape shape = createMeshShapeFromMTMeshTriangle(element.getValue()); Iterator<MTTriangleMesh> iter = element.getValue().iterator(); while (iter.hasNext()) { MTComponent comp = iter.next(); CollisionShape shape = createMeshShapeFromMTMeshTriangle((MTTriangleMesh) comp); /* Transform startTransform = new Transform(); startTransform.setIdentity(); Vector3f vec = new Vector3f(); Vector3D translate = currentMesh.getCenterPointRelativeToParent(); vec.x = translate.x; vec.y = translate.y; vec.z = translate.z; startTransform.origin.set(vec);*/ Transform startTransform = new Transform(); startTransform.setIdentity(); Matrix mat = element.getKey().getGlobalMatrix(); Vector3f vec = new Vector3f(0.0f, 0.0f, 0.0f); vec.x = mat.m03; vec.y = mat.m13; vec.z = mat.m23; // startTransform.transform(vec); // Matrix4f mat = CollisionManager.convertMT4JMatrixToMatrix4f(mesh.get); // startTransform.set(mat); // startTransform.origin.set(vec); // mat4f.m03 = mat4f.m03 + vec.x; // mat4f.m13 = mat4f.m13 + vec.y; // mat4f.m23 = mat4f.m23 + vec.z; // mat4f.setTranslation(vec); startTransform.origin.set(vec); Vector3f scale = new Vector3f(); // get scale value of global matrix Vector3D xVec = new Vector3D(mat.m00, mat.m01, mat.m02); Vector3D yVec = new Vector3D(mat.m10, mat.m11, mat.m12); Vector3D zVec = new Vector3D(mat.m20, mat.m21, mat.m22); scale.x = xVec.length(); scale.y = yVec.length(); scale.z = zVec.length(); float[] scaleVals = new float[3]; scale.get(scaleVals); for (int i = 0; i < 3; i++) // get rotation value by extracting scalation { try { float[] colvals = mat.getRow(i); for (int j = 0; j < 3; j++) { colvals[j] = colvals[j] / scaleVals[i]; } startTransform.basis.setRow(i, colvals); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } // startTransform.set(mat4f); float mass = 5f; // fake mass value only needed correctly if used with dynamic engine shape.setLocalScaling(scale); GImpactMeshShape sh = (GImpactMeshShape) shape; sh.updateBound(); RigidBody body = localCreateRigidBody(mass, startTransform, shape); // get Center Of Mass of Triangle Mesh and write it to MTTriangleMesh Vector3f vecCOM = new Vector3f(); body.getCenterOfMassPosition(vecCOM); Vector3D vecComMT4J = new Vector3D(vecCOM.x, vecCOM.y, vecCOM.z); // mesh.setCenterOfMass(vecComMT4J); // mesh.setMass(100.0f); // add Object to Collision World collisionWorld.addCollisionObject(body, groupId, (short) collidesWith); colObjectToComponent.put(body, comp); addCollisionObjectToGroup( comp.getParent(), body); // save association between collision objects and groups } groupId = (short) (groupId << 1); // shift groupId so every group has a unique bit value } SimulatePreDrawAction calcDynamics = new SimulatePreDrawAction(collisionWorld, this, scene.getCanvas()); calcDynamics.setCurrentTimeStep(1.f / 1000000000000.0f); scene.registerPreDrawAction(calcDynamics); }