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VehicleControl not removed from PhysicsSpace when using addCollisionObject()

jMonkeyEngine Hub February 8, 2026
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Hi @sgold ,

I’m experimenting with VehicleControl and noticed a difference in behavior depending on how I add it to the PhysicsSpace.

If I add the vehicle like this:

getPhysicsSpace().add(vehicle);

then disabling the control works as expected:

vehicle.setEnabled(false);

The VehicleControl is automatically removed from the PhysicsSpace.

However, if I add it like this:

getPhysicsSpace().addCollisionObject(vehicle);

and then disable it:

vehicle.setEnabled(false);

the vehicle/rigidBody remains inside the PhysicsSpace and is not removed.

Here is the relevant part of my test code:

@Override
public void onAction(String name, boolean isPressed, float tpf) {
    if (name.equals("ToggleVehicleEnabled") && isPressed) {
        boolean enabled = vehicle.isEnabled();
        vehicle.setEnabled(!enabled);
    }
}

Question

Is this difference in behavior expected? Does addCollisionObject() bypass the enable/disable lifecycle of PhysicsControl objects? And if so, is the correct approach to always use add() for controls like VehicleControl?

Below is the full test class that I rewrote in a more compact and readable form. You can also find it on GitHub TestFancyCar

Thanks

Edit: I’m using the latest version of Minie (9.0.3+big4)

package jme3test.bullet;

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.shapes.CollisionShape;
import com.jme3.bullet.control.VehicleControl;
import com.jme3.bullet.objects.VehicleWheel;
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.input.controls.Trigger;
import com.jme3.light.DirectionalLight;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix3f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;

public class TestFancyCar extends SimpleApplication implements ActionListener {

    private BulletAppState bulletAppState;
    private VehicleControl vehicle;
    private float steeringValue = 0;
    private float accelerationValue = 0;
    private Node carNode;

    private float stiffness = 120.0f;//200=f1 car
    private float compValue = 0.2f; //(lower than damp!)
    private float dampValue = 0.3f;
    private float suspensionRestLength = 0.2f;
    private float frictionSlip = 4f;
    private final float mass = 400;
    private Vector3f wheelDirection = new Vector3f(0, -1, 0);
    private Vector3f wheelAxle = new Vector3f(-1, 0, 0);

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

    @Override
    public void simpleInitApp() {
        bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);
        bulletAppState.setDebugEnabled(true);

        configureCamera();

        DirectionalLight dl = new DirectionalLight();
        dl.setDirection(new Vector3f(-0.5f, -1f, -0.3f).normalizeLocal());
        rootNode.addLight(dl);

        PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, getPhysicsSpace());
        buildPlayer();
        setupKeys();
    }

    private void configureCamera() {
        flyCam.setDragToRotate(true);
        flyCam.setMoveSpeed(15f);

        // Adjust to near frustum to a very close amount.
        float aspect = (float) cam.getWidth() / cam.getHeight();
        cam.setFrustumPerspective(45, aspect, 0.1f, 1000);
        cam.lookAtDirection(Vector3f.UNIT_Z, Vector3f.UNIT_Y);
    }

    private PhysicsSpace getPhysicsSpace() {
        return bulletAppState.getPhysicsSpace();
    }

    private void buildPlayer() {

        // Load model and get chassis Geometry
        carNode = (Node) assetManager.loadModel("Models/Ferrari/Car.scene");
        carNode.setShadowMode(ShadowMode.Cast);
        Geometry chassis = findGeom(carNode, "Car");

        // Create a hull collision shape for the chassis
//        CollisionShape collShape = CollisionShapeFactory.createDynamicMeshShape(chassis);
        CollisionShape collShape = CollisionShapeFactory.createBoxShape(chassis);

        // Create a vehicle control
        vehicle = new VehicleControl(collShape, mass);
        carNode.addControl(vehicle);

        // Setting default values for wheels
        vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
        vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
        vehicle.setSuspensionStiffness(stiffness);
        vehicle.setMaxSuspensionForce(10000);

        // Create four wheels and add them at their locations.
        // Note that our fancy car actually goes backward.
        addWheel(vehicle, findGeom(carNode, "WheelFrontRight"), true);
        addWheel(vehicle, findGeom(carNode, "WheelFrontLeft"), true);
        addWheel(vehicle, findGeom(carNode, "WheelBackRight"), false);
        addWheel(vehicle, findGeom(carNode, "WheelBackLeft"), false);

        // Apply friction to rear wheels
        vehicle.getWheel(2).setFrictionSlip(frictionSlip);
        vehicle.getWheel(3).setFrictionSlip(frictionSlip);

        rootNode.attachChild(carNode);
        getPhysicsSpace().add(vehicle);
        //getPhysicsSpace().addCollisionObject(vehicle); <----
    }

    private VehicleWheel addWheel(VehicleControl vehicle, Geometry wheel, boolean isFrontWheel) {
        wheel.center();
        BoundingBox box = (BoundingBox) wheel.getModelBound();
        float wheelRadius = box.getYExtent();
        float k = (isFrontWheel) ? 1.9f : 1.7f;
        float h = (wheelRadius * k) - 1f;
        Vector3f connectionPoint = box.getCenter().add(0, -h, 0);
        return vehicle.addWheel(wheel.getParent(), connectionPoint,
                wheelDirection, wheelAxle, suspensionRestLength, wheelRadius, isFrontWheel);
    }

    private Geometry findGeom(Spatial spatial, String name) {
        if (spatial instanceof Node) {
            for (Spatial child : ((Node) spatial).getChildren()) {
                Geometry result = findGeom(child, name);
                if (result != null) {
                    return result;
                }
            }
        } else if (spatial instanceof Geometry) {
            if (spatial.getName().startsWith(name)) {
                return (Geometry) spatial;
            }
        }
        return null;
    }

    private void setupKeys() {
        addMapping("ToggleVehicleEnabled", new KeyTrigger(KeyInput.KEY_P));
        addMapping("Lefts", new KeyTrigger(KeyInput.KEY_H));
        addMapping("Rights", new KeyTrigger(KeyInput.KEY_K));
        addMapping("Ups", new KeyTrigger(KeyInput.KEY_U));
        addMapping("Downs", new KeyTrigger(KeyInput.KEY_J));
        addMapping("Reset", new KeyTrigger(KeyInput.KEY_RETURN));
    }

    private void addMapping(String mappingName, Trigger... triggers) {
        inputManager.addMapping(mappingName, triggers);
        inputManager.addListener(this, mappingName);
    }

    @Override
    public void onAction(String name, boolean isPressed, float tpf) {
        if (name.equals("ToggleVehicleEnabled") && isPressed) {
            boolean enabled = vehicle.isEnabled();
            vehicle.setEnabled(!enabled);
        }

        if (name.equals("Lefts")) {
            if (isPressed) {
                steeringValue += .5f;
            } else {
                steeringValue -= .5f;
            }
            vehicle.steer(steeringValue);
        } else if (name.equals("Rights")) {
            if (isPressed) {
                steeringValue -= .5f;
            } else {
                steeringValue += .5f;
            }
            vehicle.steer(steeringValue);
        } // Note that our fancy car actually goes backward.
        else if (name.equals("Ups")) {
            if (isPressed) {
                accelerationValue -= 800;
            } else {
                accelerationValue += 800;
            }
            vehicle.accelerate(accelerationValue);
        } else if (name.equals("Downs")) {
            if (isPressed) {
                vehicle.brake(40f);
            } else {
                vehicle.brake(0f);
            }
        } else if (name.equals("Reset")) {
            if (isPressed) {
                System.out.println("Reset");
                vehicle.setPhysicsLocation(Vector3f.ZERO);
                vehicle.setPhysicsRotation(new Matrix3f());
                vehicle.setLinearVelocity(Vector3f.ZERO);
                vehicle.setAngularVelocity(Vector3f.ZERO);
                vehicle.resetSuspension();
            }
        }
    }

    @Override
    public void simpleUpdate(float tpf) {
        cam.lookAt(carNode.getWorldTranslation(), Vector3f.UNIT_Y);
    }
}

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