/* * Copyright (c) 2009-2012 jMonkeyEngine All rights reserved. <p/> * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. <p/> * Redistributions * in binary form must reproduce the above copyright notice, this list of * conditions and the following disclaimer in the documentation and/or other * materials provided with the distribution. <p/> * Neither the name of * 'jMonkeyEngine' nor the names of its contributors may be used to endorse or * promote products derived from this software without specific prior written * permission. <p/> THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND * CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT * NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package jme3test.bullet; import com.jme3.app.SimpleApplication; import com.jme3.bullet.BulletAppState; import com.jme3.bullet.PhysicsSpace; import com.jme3.bullet.collision.shapes.MeshCollisionShape; import com.jme3.bullet.control.BetterCharacterControl; import com.jme3.bullet.control.RigidBodyControl; import com.jme3.bullet.debug.DebugTools; import com.jme3.input.KeyInput; import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.KeyTrigger; import com.jme3.material.Material; import com.jme3.math.FastMath; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.CameraNode; import com.jme3.scene.Geometry; import com.jme3.scene.Node; import com.jme3.scene.control.CameraControl.ControlDirection; import com.jme3.scene.shape.Sphere; import com.jme3.system.AppSettings; /** * A walking physical character followed by a 3rd person camera. (No animation.) * * @author normenhansen, zathras */ public class TestBetterCharacter extends SimpleApplication implements ActionListener { private BulletAppState bulletAppState; private BetterCharacterControl physicsCharacter; private Node characterNode; private CameraNode camNode; boolean rotate = false; private Vector3f walkDirection = new Vector3f(0, 0, 0); private Vector3f viewDirection = new Vector3f(0, 0, 1); boolean leftStrafe = false, rightStrafe = false, forward = false, backward = false, leftRotate = false, rightRotate = false; private Vector3f normalGravity = new Vector3f(0, -9.81f, 0); private Geometry planet; public static void main(String[] args) { TestBetterCharacter app = new TestBetterCharacter(); AppSettings settings = new AppSettings(true); settings.setRenderer(AppSettings.LWJGL_OPENGL2); settings.setAudioRenderer(AppSettings.LWJGL_OPENAL); app.setSettings(settings); app.start(); } @Override public void simpleInitApp() { //setup keyboard mapping setupKeys(); // activate physics bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); bulletAppState.setDebugEnabled(true); // init a physics test scene PhysicsTestHelper.createPhysicsTestWorldSoccer(rootNode, assetManager, bulletAppState.getPhysicsSpace()); PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace()); setupPlanet(); // Create a node for the character model characterNode = new Node("character node"); characterNode.setLocalTranslation(new Vector3f(4, 5, 2)); // Add a character control to the node so we can add other things and // control the model rotation physicsCharacter = new BetterCharacterControl(0.3f, 2.5f, 8f); characterNode.addControl(physicsCharacter); getPhysicsSpace().add(physicsCharacter); // Load model, attach to character node Node model = (Node) assetManager.loadModel("Models/Jaime/Jaime.j3o"); model.setLocalScale(1.50f); characterNode.attachChild(model); // Add character node to the rootNode rootNode.attachChild(characterNode); // Set forward camera node that follows the character, only used when // view is "locked" camNode = new CameraNode("CamNode", cam); camNode.setControlDir(ControlDirection.SpatialToCamera); camNode.setLocalTranslation(new Vector3f(0, 2, -6)); Quaternion quat = new Quaternion(); // These coordinates are local, the camNode is attached to the character node! quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y); camNode.setLocalRotation(quat); characterNode.attachChild(camNode); // Disable by default, can be enabled via keyboard shortcut camNode.setEnabled(false); } @Override public void simpleUpdate(float tpf) { // Apply planet gravity to character if close enough (see below) checkPlanetGravity(); // Get current forward and left vectors of model by using its rotation // to rotate the unit vectors Vector3f modelForwardDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_Z); Vector3f modelLeftDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_X); // WalkDirection is global! // You *can* make your character fly with this. walkDirection.set(0, 0, 0); if (leftStrafe) { walkDirection.addLocal(modelLeftDir.mult(3)); } else if (rightStrafe) { walkDirection.addLocal(modelLeftDir.negate().multLocal(3)); } if (forward) { walkDirection.addLocal(modelForwardDir.mult(3)); } else if (backward) { walkDirection.addLocal(modelForwardDir.negate().multLocal(3)); } physicsCharacter.setWalkDirection(walkDirection); // ViewDirection is local to characters physics system! // The final world rotation depends on the gravity and on the state of // setApplyPhysicsLocal() if (leftRotate) { Quaternion rotateL = new Quaternion().fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y); rotateL.multLocal(viewDirection); } else if (rightRotate) { Quaternion rotateR = new Quaternion().fromAngleAxis(-FastMath.PI * tpf, Vector3f.UNIT_Y); rotateR.multLocal(viewDirection); } physicsCharacter.setViewDirection(viewDirection); fpsText.setText("Touch da ground = " + physicsCharacter.isOnGround()); if (!lockView) { cam.lookAt(characterNode.getWorldTranslation().add(new Vector3f(0, 2, 0)), Vector3f.UNIT_Y); } } private void setupPlanet() { Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg")); //immovable sphere with mesh collision shape Sphere sphere = new Sphere(64, 64, 20); planet = new Geometry("Sphere", sphere); planet.setMaterial(material); planet.setLocalTranslation(30, -15, 30); planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0)); rootNode.attachChild(planet); getPhysicsSpace().add(planet); } private void checkPlanetGravity() { Vector3f planetDist = planet.getWorldTranslation().subtract(characterNode.getWorldTranslation()); if (planetDist.length() < 24) { physicsCharacter.setGravity(planetDist.normalizeLocal().multLocal(9.81f)); } else { physicsCharacter.setGravity(normalGravity); } } private PhysicsSpace getPhysicsSpace() { return bulletAppState.getPhysicsSpace(); } public void onAction(String binding, boolean value, float tpf) { if (binding.equals("Strafe Left")) { if (value) { leftStrafe = true; } else { leftStrafe = false; } } else if (binding.equals("Strafe Right")) { if (value) { rightStrafe = true; } else { rightStrafe = false; } } else if (binding.equals("Rotate Left")) { if (value) { leftRotate = true; } else { leftRotate = false; } } else if (binding.equals("Rotate Right")) { if (value) { rightRotate = true; } else { rightRotate = false; } } else if (binding.equals("Walk Forward")) { if (value) { forward = true; } else { forward = false; } } else if (binding.equals("Walk Backward")) { if (value) { backward = true; } else { backward = false; } } else if (binding.equals("Jump")) { physicsCharacter.jump(); } else if (binding.equals("Duck")) { if (value) { physicsCharacter.setDucked(true); } else { physicsCharacter.setDucked(false); } } else if (binding.equals("Lock View")) { if (value && lockView) { lockView = false; } else if (value && !lockView) { lockView = true; } flyCam.setEnabled(!lockView); camNode.setEnabled(lockView); } } private boolean lockView = false; private void setupKeys() { inputManager.addMapping("Strafe Left", new KeyTrigger(KeyInput.KEY_U), new KeyTrigger(KeyInput.KEY_Z)); inputManager.addMapping("Strafe Right", new KeyTrigger(KeyInput.KEY_O), new KeyTrigger(KeyInput.KEY_X)); inputManager.addMapping("Rotate Left", new KeyTrigger(KeyInput.KEY_J), new KeyTrigger(KeyInput.KEY_LEFT)); inputManager.addMapping("Rotate Right", new KeyTrigger(KeyInput.KEY_L), new KeyTrigger(KeyInput.KEY_RIGHT)); inputManager.addMapping("Walk Forward", new KeyTrigger(KeyInput.KEY_I), new KeyTrigger(KeyInput.KEY_UP)); inputManager.addMapping("Walk Backward", new KeyTrigger(KeyInput.KEY_K), new KeyTrigger(KeyInput.KEY_DOWN)); inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_F), new KeyTrigger(KeyInput.KEY_SPACE)); inputManager.addMapping("Duck", new KeyTrigger(KeyInput.KEY_G), new KeyTrigger(KeyInput.KEY_LSHIFT), new KeyTrigger(KeyInput.KEY_RSHIFT)); inputManager.addMapping("Lock View", new KeyTrigger(KeyInput.KEY_RETURN)); inputManager.addListener(this, "Strafe Left", "Strafe Right"); inputManager.addListener(this, "Rotate Left", "Rotate Right"); inputManager.addListener(this, "Walk Forward", "Walk Backward"); inputManager.addListener(this, "Jump", "Duck", "Lock View"); } @Override public void simpleRender(RenderManager rm) { } }