Jelajahi Sumber

- fix missing material in debug state

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10354 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
nor..67 12 tahun lalu
induk
melakukan
d729bbc43a

+ 1 - 3
engine/src/bullet-common/com/jme3/bullet/debug/BulletCharacterDebugControl.java

@@ -31,10 +31,7 @@
  */
 package com.jme3.bullet.debug;
 
-import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
 import com.jme3.bullet.collision.shapes.CollisionShape;
-import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
-import com.jme3.bullet.collision.shapes.SphereCollisionShape;
 import com.jme3.bullet.objects.PhysicsCharacter;
 import com.jme3.bullet.util.DebugShapeFactory;
 import com.jme3.math.Quaternion;
@@ -82,6 +79,7 @@ public class BulletCharacterDebugControl extends AbstractPhysicsDebugControl {
             Node node = (Node) this.spatial;
             node.detachChild(geom);
             geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
+            geom.setMaterial(debugAppState.DEBUG_PINK);
             node.attachChild(geom);
         }
         applyPhysicsTransform(body.getPhysicsLocation(location), Quaternion.IDENTITY);

+ 4 - 5
engine/src/bullet-common/com/jme3/bullet/debug/BulletGhostObjectDebugControl.java

@@ -31,10 +31,7 @@
  */
 package com.jme3.bullet.debug;
 
-import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
 import com.jme3.bullet.collision.shapes.CollisionShape;
-import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
-import com.jme3.bullet.collision.shapes.SphereCollisionShape;
 import com.jme3.bullet.objects.PhysicsGhostObject;
 import com.jme3.bullet.util.DebugShapeFactory;
 import com.jme3.math.Quaternion;
@@ -48,7 +45,8 @@ import com.jme3.scene.Spatial;
  *
  * @author normenhansen
  */
-public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl{
+public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl {
+
     protected final PhysicsGhostObject body;
     protected final Vector3f location = new Vector3f();
     protected final Quaternion rotation = new Quaternion();
@@ -79,10 +77,11 @@ public class BulletGhostObjectDebugControl extends AbstractPhysicsDebugControl{
 
     @Override
     protected void controlUpdate(float tpf) {
-        if(myShape != body.getCollisionShape()){
+        if (myShape != body.getCollisionShape()) {
             Node node = (Node) this.spatial;
             node.detachChild(geom);
             geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
+            geom.setMaterial(debugAppState.DEBUG_YELLOW);
             node.attachChild(geom);
         }
         applyPhysicsTransform(body.getPhysicsLocation(location), Quaternion.IDENTITY);

+ 1 - 3
engine/src/bullet-common/com/jme3/bullet/debug/BulletRigidBodyDebugControl.java

@@ -31,10 +31,7 @@
  */
 package com.jme3.bullet.debug;
 
-import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
 import com.jme3.bullet.collision.shapes.CollisionShape;
-import com.jme3.bullet.collision.shapes.CylinderCollisionShape;
-import com.jme3.bullet.collision.shapes.SphereCollisionShape;
 import com.jme3.bullet.objects.PhysicsRigidBody;
 import com.jme3.bullet.util.DebugShapeFactory;
 import com.jme3.math.Quaternion;
@@ -83,6 +80,7 @@ public class BulletRigidBodyDebugControl extends AbstractPhysicsDebugControl {
             Node node = (Node) this.spatial;
             node.detachChild(geom);
             geom = DebugShapeFactory.getDebugShape(body.getCollisionShape());
+            geom.setMaterial(debugAppState.DEBUG_BLUE);
             node.attachChild(geom);
         }
         applyPhysicsTransform(body.getPhysicsLocation(location), body.getPhysicsRotation(rotation));