/* * 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 com.jme3.bullet.objects; import com.bulletphysics.collision.dispatch.CollisionFlags; import com.bulletphysics.collision.dispatch.PairCachingGhostObject; import com.bulletphysics.collision.shapes.ConvexShape; import com.bulletphysics.dynamics.character.KinematicCharacterController; import com.bulletphysics.linearmath.Transform; import com.jme3.bullet.collision.PhysicsCollisionObject; import com.jme3.bullet.collision.shapes.CollisionShape; import com.jme3.bullet.util.Converter; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.math.Matrix3f; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import java.io.IOException; /** * Basic Bullet Character * @author normenhansen */ public class PhysicsCharacter extends PhysicsCollisionObject { protected KinematicCharacterController character; protected float stepHeight; protected Vector3f walkDirection = new Vector3f(); protected float fallSpeed = 55.0f; protected float jumpSpeed = 10.0f; protected int upAxis = 1; protected PairCachingGhostObject gObject; protected boolean locationDirty = false; //TEMP VARIABLES protected final Quaternion tmp_inverseWorldRotation = new Quaternion(); private Transform tempTrans = new Transform(Converter.convert(new Matrix3f())); private com.jme3.math.Transform physicsLocation = new com.jme3.math.Transform(); private javax.vecmath.Vector3f tempVec = new javax.vecmath.Vector3f(); public PhysicsCharacter() { } /** * @param shape The CollisionShape (no Mesh or CompoundCollisionShapes) * @param stepHeight The quantization size for vertical movement */ public PhysicsCharacter(CollisionShape shape, float stepHeight) { this.collisionShape = shape; if (!(shape.getCShape() instanceof ConvexShape)) { throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh collision shapes")); } this.stepHeight = stepHeight; buildObject(); } protected void buildObject() { if (gObject == null) { gObject = new PairCachingGhostObject(); } gObject.setCollisionFlags(CollisionFlags.CHARACTER_OBJECT); gObject.setCollisionFlags(gObject.getCollisionFlags() & ~CollisionFlags.NO_CONTACT_RESPONSE); gObject.setCollisionShape(collisionShape.getCShape()); gObject.setUserPointer(this); character = new KinematicCharacterController(gObject, (ConvexShape) collisionShape.getCShape(), stepHeight); } /** * Sets the location of this physics character * @param location */ public void warp(Vector3f location) { character.warp(Converter.convert(location, tempVec)); } /** * Set the walk direction, works continuously. * This should probably be called setPositionIncrementPerSimulatorStep. * This is neither a direction nor a velocity, but the amount to * increment the position each physics tick. So vector length = accuracy*speed in m/s * @param vec the walk direction to set */ public void setWalkDirection(Vector3f vec) { walkDirection.set(vec); character.setWalkDirection(Converter.convert(walkDirection, tempVec)); } /** * @return the currently set walkDirection */ public Vector3f getWalkDirection() { return walkDirection; } public void setUpAxis(int axis) { upAxis = axis; character.setUpAxis(axis); } public int getUpAxis() { return upAxis; } public void setFallSpeed(float fallSpeed) { this.fallSpeed = fallSpeed; character.setFallSpeed(fallSpeed); } public float getFallSpeed() { return fallSpeed; } public void setJumpSpeed(float jumpSpeed) { this.jumpSpeed = jumpSpeed; character.setJumpSpeed(jumpSpeed); } public float getJumpSpeed() { return jumpSpeed; } //does nothing.. // public void setMaxJumpHeight(float height) { // character.setMaxJumpHeight(height); // } public void setGravity(float value) { character.setGravity(value); } public float getGravity() { return character.getGravity(); } public void setMaxSlope(float slopeRadians) { character.setMaxSlope(slopeRadians); } public float getMaxSlope() { return character.getMaxSlope(); } public boolean onGround() { return character.onGround(); } public void jump() { character.jump(); } @Override public void setCollisionShape(CollisionShape collisionShape) { if (!(collisionShape.getCShape() instanceof ConvexShape)) { throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh collision shapes")); } super.setCollisionShape(collisionShape); if (gObject == null) { buildObject(); }else{ gObject.setCollisionShape(collisionShape.getCShape()); } } /** * Set the physics location (same as warp()) * @param location the location of the actual physics object */ public void setPhysicsLocation(Vector3f location) { warp(location); } /** * @return the physicsLocation */ public Vector3f getPhysicsLocation(Vector3f trans) { if (trans == null) { trans = new Vector3f(); } gObject.getWorldTransform(tempTrans); Converter.convert(tempTrans.origin, physicsLocation.getTranslation()); return trans.set(physicsLocation.getTranslation()); } /** * @return the physicsLocation */ public Vector3f getPhysicsLocation() { gObject.getWorldTransform(tempTrans); Converter.convert(tempTrans.origin, physicsLocation.getTranslation()); return physicsLocation.getTranslation(); } public void setCcdSweptSphereRadius(float radius) { gObject.setCcdSweptSphereRadius(radius); } public void setCcdMotionThreshold(float threshold) { gObject.setCcdMotionThreshold(threshold); } public float getCcdSweptSphereRadius() { return gObject.getCcdSweptSphereRadius(); } public float getCcdMotionThreshold() { return gObject.getCcdMotionThreshold(); } public float getCcdSquareMotionThreshold() { return gObject.getCcdSquareMotionThreshold(); } /** * used internally */ public KinematicCharacterController getControllerId() { return character; } /** * used internally */ public PairCachingGhostObject getObjectId() { return gObject; } public void destroy() { } @Override public void write(JmeExporter e) throws IOException { super.write(e); OutputCapsule capsule = e.getCapsule(this); capsule.write(stepHeight, "stepHeight", 1.0f); capsule.write(getGravity(), "gravity", 9.8f * 3); capsule.write(getMaxSlope(), "maxSlope", 1.0f); capsule.write(fallSpeed, "fallSpeed", 55.0f); capsule.write(jumpSpeed, "jumpSpeed", 10.0f); capsule.write(upAxis, "upAxis", 1); capsule.write(getCcdMotionThreshold(), "ccdMotionThreshold", 0); capsule.write(getCcdSweptSphereRadius(), "ccdSweptSphereRadius", 0); capsule.write(getPhysicsLocation(new Vector3f()), "physicsLocation", new Vector3f()); } @Override public void read(JmeImporter e) throws IOException { super.read(e); InputCapsule capsule = e.getCapsule(this); stepHeight = capsule.readFloat("stepHeight", 1.0f); buildObject(); character = new KinematicCharacterController(gObject, (ConvexShape) collisionShape.getCShape(), stepHeight); setGravity(capsule.readFloat("gravity", 9.8f * 3)); setMaxSlope(capsule.readFloat("maxSlope", 1.0f)); setFallSpeed(capsule.readFloat("fallSpeed", 55.0f)); setJumpSpeed(capsule.readFloat("jumpSpeed", 10.0f)); setUpAxis(capsule.readInt("upAxis", 1)); setCcdMotionThreshold(capsule.readFloat("ccdMotionThreshold", 0)); setCcdSweptSphereRadius(capsule.readFloat("ccdSweptSphereRadius", 0)); setPhysicsLocation((Vector3f) capsule.readSavable("physicsLocation", new Vector3f())); } }