/** * 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.TextureKey; import com.jme3.bullet.BulletAppState; import com.jme3.bullet.control.RigidBodyControl; import com.jme3.font.BitmapText; import com.jme3.input.MouseInput; import com.jme3.input.controls.ActionListener; import com.jme3.input.controls.MouseButtonTrigger; import com.jme3.material.Material; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Box; import com.jme3.scene.shape.Sphere; import com.jme3.scene.shape.Sphere.TextureMode; import com.jme3.texture.Texture; import com.jme3.texture.Texture.WrapMode; /** * Example 12 - how to give objects physical properties so they bounce and fall. * @author base code by double1984, updated by zathras */ public class HelloPhysics extends SimpleApplication { public static void main(String args[]) { HelloPhysics app = new HelloPhysics(); app.start(); } /** Prepare the Physics Application State (jBullet) */ private BulletAppState bulletAppState; /** Prepare Materials */ Material wall_mat; Material stone_mat; Material floor_mat; /** Prepare geometries and physical nodes for bricks and cannon balls. */ private RigidBodyControl brick_phy; private static final Box box; private RigidBodyControl ball_phy; private static final Sphere sphere; private RigidBodyControl floor_phy; private static final Box floor; /** dimensions used for bricks and wall */ private static final float brickLength = 0.48f; private static final float brickWidth = 0.24f; private static final float brickHeight = 0.12f; static { /** Initialize the cannon ball geometry */ sphere = new Sphere(32, 32, 0.4f, true, false); sphere.setTextureMode(TextureMode.Projected); /** Initialize the brick geometry */ box = new Box(brickLength, brickHeight, brickWidth); box.scaleTextureCoordinates(new Vector2f(1f, .5f)); /** Initialize the floor geometry */ floor = new Box(10f, 0.1f, 5f); floor.scaleTextureCoordinates(new Vector2f(3, 6)); } @Override public void simpleInitApp() { /** Set up Physics Game */ bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); //bulletAppState.getPhysicsSpace().enableDebug(assetManager); /** Configure cam to look at scene */ cam.setLocation(new Vector3f(0, 4f, 6f)); cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y); /** Initialize the scene, materials, inputs, and physics space */ initInputs(); initMaterials(); initWall(); initFloor(); initCrossHairs(); } /** Add InputManager action: Left click triggers shooting. */ private void initInputs() { inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); inputManager.addListener(actionListener, "shoot"); } /** * Every time the shoot action is triggered, a new cannon ball is produced. * The ball is set up to fly from the camera position in the camera direction. */ private ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean keyPressed, float tpf) { if (name.equals("shoot") && !keyPressed) { makeCannonBall(); } } }; /** Initialize the materials used in this scene. */ public void initMaterials() { wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg"); key.setGenerateMips(true); Texture tex = assetManager.loadTexture(key); wall_mat.setTexture("ColorMap", tex); stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); key2.setGenerateMips(true); Texture tex2 = assetManager.loadTexture(key2); stone_mat.setTexture("ColorMap", tex2); floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg"); key3.setGenerateMips(true); Texture tex3 = assetManager.loadTexture(key3); tex3.setWrap(WrapMode.Repeat); floor_mat.setTexture("ColorMap", tex3); } /** Make a solid floor and add it to the scene. */ public void initFloor() { Geometry floor_geo = new Geometry("Floor", floor); floor_geo.setMaterial(floor_mat); floor_geo.setLocalTranslation(0, -0.1f, 0); this.rootNode.attachChild(floor_geo); /* Make the floor physical with mass 0.0f! */ floor_phy = new RigidBodyControl(0.0f); floor_geo.addControl(floor_phy); bulletAppState.getPhysicsSpace().add(floor_phy); } /** This loop builds a wall out of individual bricks. */ public void initWall() { float startpt = brickLength / 4; float height = 0; for (int j = 0; j < 15; j++) { for (int i = 0; i < 6; i++) { Vector3f vt = new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0); makeBrick(vt); } startpt = -startpt; height += 2 * brickHeight; } } /** This method creates one individual physical brick. */ public void makeBrick(Vector3f loc) { /** Create a brick geometry and attach to scene graph. */ Geometry brick_geo = new Geometry("brick", box); brick_geo.setMaterial(wall_mat); rootNode.attachChild(brick_geo); /** Position the brick geometry */ brick_geo.setLocalTranslation(loc); /** Make brick physical with a mass > 0.0f. */ brick_phy = new RigidBodyControl(2f); /** Add physical brick to physics space. */ brick_geo.addControl(brick_phy); bulletAppState.getPhysicsSpace().add(brick_phy); } /** This method creates one individual physical cannon ball. * By defaul, the ball is accelerated and flies * from the camera position in the camera direction.*/ public void makeCannonBall() { /** Create a cannon ball geometry and attach to scene graph. */ Geometry ball_geo = new Geometry("cannon ball", sphere); ball_geo.setMaterial(stone_mat); rootNode.attachChild(ball_geo); /** Position the cannon ball */ ball_geo.setLocalTranslation(cam.getLocation()); /** Make the ball physcial with a mass > 0.0f */ ball_phy = new RigidBodyControl(1f); /** Add physical ball to physics space. */ ball_geo.addControl(ball_phy); bulletAppState.getPhysicsSpace().add(ball_phy); /** Accelerate the physcial ball to shoot it. */ ball_phy.setLinearVelocity(cam.getDirection().mult(25)); } /** A plus sign used as crosshairs to help the player with aiming.*/ protected void initCrossHairs() { setDisplayStatView(false); //guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt"); BitmapText ch = new BitmapText(guiFont, false); ch.setSize(guiFont.getCharSet().getRenderedSize() * 2); ch.setText("+"); // fake crosshairs :) ch.setLocalTranslation( // center settings.getWidth() / 2, settings.getHeight() / 2, 0); guiNode.attachChild(ch); } }