/* * 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.CapsuleCollisionShape; import com.jme3.bullet.control.CharacterControl; import com.jme3.input.KeyInput; import com.jme3.input.MouseInput; import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.KeyTrigger; import com.jme3.input.controls.MouseButtonTrigger; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.CameraNode; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.scene.control.CameraControl.ControlDirection; /** * A walking physical character followed by a 3rd person camera. (No animation.) * @author normenhansen, zathras */ public class TestPhysicsCharacter extends SimpleApplication implements ActionListener { private BulletAppState bulletAppState; private CharacterControl physicsCharacter; private Node characterNode; private CameraNode camNode; boolean rotate = false; private Vector3f walkDirection = new Vector3f(0,0,0); private Vector3f viewDirection = new Vector3f(0,0,0); boolean leftStrafe = false, rightStrafe = false, forward = false, backward = false, leftRotate = false, rightRotate = false; public static void main(String[] args) { TestPhysicsCharacter app = new TestPhysicsCharacter(); app.start(); } private void setupKeys() { inputManager.addMapping("Strafe Left", new KeyTrigger(KeyInput.KEY_Q), new KeyTrigger(KeyInput.KEY_Z)); inputManager.addMapping("Strafe Right", new KeyTrigger(KeyInput.KEY_E), new KeyTrigger(KeyInput.KEY_X)); inputManager.addMapping("Rotate Left", new KeyTrigger(KeyInput.KEY_A), new KeyTrigger(KeyInput.KEY_LEFT)); inputManager.addMapping("Rotate Right", new KeyTrigger(KeyInput.KEY_D), new KeyTrigger(KeyInput.KEY_RIGHT)); inputManager.addMapping("Walk Forward", new KeyTrigger(KeyInput.KEY_W), new KeyTrigger(KeyInput.KEY_UP)); inputManager.addMapping("Walk Backward", new KeyTrigger(KeyInput.KEY_S), new KeyTrigger(KeyInput.KEY_DOWN)); inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE), new KeyTrigger(KeyInput.KEY_RETURN)); inputManager.addMapping("Shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 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", "Shoot"); } @Override public void simpleInitApp() { // activate physics bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); // init a physical test scene PhysicsTestHelper.createPhysicsTestWorldSoccer(rootNode, assetManager, bulletAppState.getPhysicsSpace()); setupKeys(); // Add a physics character to the world physicsCharacter = new CharacterControl(new CapsuleCollisionShape(0.5f, 1.8f), .1f); physicsCharacter.setPhysicsLocation(new Vector3f(0, 1, 0)); characterNode = new Node("character node"); Spatial model = assetManager.loadModel("Models/Sinbad/Sinbad.mesh.xml"); model.scale(0.25f); characterNode.addControl(physicsCharacter); getPhysicsSpace().add(physicsCharacter); rootNode.attachChild(characterNode); characterNode.attachChild(model); // set forward camera node that follows the character camNode = new CameraNode("CamNode", cam); camNode.setControlDir(ControlDirection.SpatialToCamera); camNode.setLocalTranslation(new Vector3f(0, 1, -5)); camNode.lookAt(model.getLocalTranslation(), Vector3f.UNIT_Y); characterNode.attachChild(camNode); //disable the default 1st-person flyCam (don't forget this!!) flyCam.setEnabled(false); } @Override public void simpleUpdate(float tpf) { Vector3f camDir = cam.getDirection().mult(0.2f); Vector3f camLeft = cam.getLeft().mult(0.2f); camDir.y = 0; camLeft.y = 0; viewDirection.set(camDir); walkDirection.set(0, 0, 0); if (leftStrafe) { walkDirection.addLocal(camLeft); } else if (rightStrafe) { walkDirection.addLocal(camLeft.negate()); } if (leftRotate) { viewDirection.addLocal(camLeft.mult(0.02f)); } else if (rightRotate) { viewDirection.addLocal(camLeft.mult(0.02f).negate()); } if (forward) { walkDirection.addLocal(camDir); } else if (backward) { walkDirection.addLocal(camDir.negate()); } physicsCharacter.setWalkDirection(walkDirection); physicsCharacter.setViewDirection(viewDirection); } 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(); } } private PhysicsSpace getPhysicsSpace() { return bulletAppState.getPhysicsSpace(); } @Override public void simpleRender(RenderManager rm) { //TODO: add render code } }