/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * 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. * * * 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. * * * 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. * * 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.helloworld; import com.jme3.app.SimpleApplication; import com.jme3.asset.plugins.ZipLocator; import com.jme3.bullet.BulletAppState; import com.jme3.bullet.collision.shapes.CapsuleCollisionShape; import com.jme3.bullet.collision.shapes.CollisionShape; import com.jme3.bullet.control.CharacterControl; import com.jme3.bullet.control.RigidBodyControl; 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.light.AmbientLight; import com.jme3.light.DirectionalLight; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.scene.Node; import com.jme3.scene.Spatial; /** * Example 9 - How to make walls and floors solid. * This collision code uses Physics and a custom Action Listener. * @author normen, with edits by Zathras */ public class HelloCollision extends SimpleApplication implements ActionListener { private Spatial sceneModel; private BulletAppState bulletAppState; private RigidBodyControl landscape; private CharacterControl player; private Vector3f walkDirection = new Vector3f(); private boolean left = false, right = false, up = false, down = false; //Temporary vectors used on each frame. //They here to avoid instanciating new vectors on each frame private Vector3f camDir = new Vector3f(); private Vector3f camLeft = new Vector3f(); public static void main(String[] args) { HelloCollision app = new HelloCollision(); app.start(); } public void simpleInitApp() { /** Set up Physics */ bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); //bulletAppState.getPhysicsSpace().enableDebug(assetManager); // We re-use the flyby camera for rotation, while positioning is handled by physics viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); flyCam.setMoveSpeed(100); setUpKeys(); setUpLight(); // We load the scene from the zip file and adjust its size. assetManager.registerLocator("town.zip", ZipLocator.class); sceneModel = assetManager.loadModel("main.scene"); sceneModel.setLocalScale(2f); // We set up collision detection for the scene by creating a // compound collision shape and a static RigidBodyControl with mass zero. CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) sceneModel); landscape = new RigidBodyControl(sceneShape, 0); sceneModel.addControl(landscape); // We set up collision detection for the player by creating // a capsule collision shape and a CharacterControl. // The CharacterControl offers extra settings for // size, stepheight, jumping, falling, and gravity. // We also put the player in its starting position. CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1); player = new CharacterControl(capsuleShape, 0.05f); player.setJumpSpeed(20); player.setFallSpeed(30); player.setGravity(30); player.setPhysicsLocation(new Vector3f(0, 10, 0)); // We attach the scene and the player to the rootnode and the physics space, // to make them appear in the game world. rootNode.attachChild(sceneModel); bulletAppState.getPhysicsSpace().add(landscape); bulletAppState.getPhysicsSpace().add(player); } private void setUpLight() { // We add light so we see the scene AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.mult(1.3f)); rootNode.addLight(al); DirectionalLight dl = new DirectionalLight(); dl.setColor(ColorRGBA.White); dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal()); rootNode.addLight(dl); } /** We over-write some navigational key mappings here, so we can * add physics-controlled walking and jumping: */ private void setUpKeys() { inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A)); inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D)); inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W)); inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S)); inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE)); inputManager.addListener(this, "Left"); inputManager.addListener(this, "Right"); inputManager.addListener(this, "Up"); inputManager.addListener(this, "Down"); inputManager.addListener(this, "Jump"); } /** These are our custom actions triggered by key presses. * We do not walk yet, we just keep track of the direction the user pressed. */ public void onAction(String binding, boolean value, float tpf) { if (binding.equals("Left")) { if (value) { left = true; } else { left = false; } } else if (binding.equals("Right")) { if (value) { right = true; } else { right = false; } } else if (binding.equals("Up")) { if (value) { up = true; } else { up = false; } } else if (binding.equals("Down")) { if (value) { down = true; } else { down = false; } } else if (binding.equals("Jump")) { player.jump(); } } /** * This is the main event loop--walking happens here. * We check in which direction the player is walking by interpreting * the camera direction forward (camDir) and to the side (camLeft). * The setWalkDirection() command is what lets a physics-controlled player walk. * We also make sure here that the camera moves with player. */ @Override public void simpleUpdate(float tpf) { camDir.set(cam.getDirection()).multLocal(0.6f); camLeft.set(cam.getLeft()).multLocal(0.4f); walkDirection.set(0, 0, 0); if (left) { walkDirection.addLocal(camLeft); } if (right) { walkDirection.addLocal(camLeft.negate()); } if (up) { walkDirection.addLocal(camDir); } if (down) { walkDirection.addLocal(camDir.negate()); } player.setWalkDirection(walkDirection); cam.setLocation(player.getPhysicsLocation()); } }