/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.ai.tests.steer.bullet;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.ai.utils.Collision;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.Ray;
import com.badlogic.gdx.physics.bullet.collision.ClosestRayResultCallback;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btCollisionWorld;
import com.badlogic.gdx.utils.viewport.Viewport;
/** An {@link InputProcessor} that allows you to manually move a {@link SteeringBulletEntity}.
*
* @author Daniel Holderbaum
* @author davebaol */
public class BulletTargetInputProcessor extends InputAdapter {
SteeringBulletEntity target;
Viewport viewport;
btCollisionWorld world;
Vector3 offset;
public BulletTargetInputProcessor (SteeringBulletEntity target, Vector3 offset, Viewport viewport, btCollisionWorld world) {
this.target = target;
this.viewport = viewport;
this.world = world;
this.offset = offset;
}
private static final Collision<Vector3> output = new Collision<Vector3>(new Vector3(), new Vector3());
boolean moveTarget = false;
public boolean keyDown (int keycode) {
if (keycode == Keys.SPACE) {
moveTarget = true;
return true;
}
return false;
}
@Override
public boolean keyUp (int keycode) {
if (keycode == Keys.SPACE) {
moveTarget = false;
return true;
}
return false;
}
@Override
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
setTargetPosition(screenX, screenY);
return moveTarget;
}
@Override
public boolean touchDragged (int screenX, int screenY, int pointer) {
setTargetPosition(screenX, screenY);
return moveTarget;
}
@Override
public boolean touchUp (int screenX, int screenY, int pointer, int button) {
return setTargetPosition(screenX, screenY);
}
private boolean setTargetPosition (int screenX, int screenY) {
if (moveTarget) {
Ray pickRay = viewport.getPickRay(screenX, screenY);
btCollisionObject body = rayTest(output, pickRay);
if (body != null && body.userData != null && body.userData.equals("ground")) {
target.transform.setToTranslation(output.point.add(offset));
target.body.setWorldTransform(target.transform);
}
return true;
}
return false;
}
private static final Vector3 rayFrom = new Vector3();
private static final Vector3 rayTo = new Vector3();
private static final ClosestRayResultCallback callback = new ClosestRayResultCallback(rayFrom, rayTo);
private btCollisionObject rayTest (Collision<Vector3> output, Ray ray) {
rayFrom.set(ray.origin);
// 500 meters max from the origin
rayTo.set(ray.direction).scl(500f).add(rayFrom);
// we reuse the ClosestRayResultCallback, thus we need to reset its
// values
callback.setCollisionObject(null);
callback.setClosestHitFraction(1f);
callback.setRayFromWorld(rayFrom);
callback.setRayToWorld(rayTo);
world.rayTest(rayFrom, rayTo, callback);
if (callback.hasHit()) {
callback.getHitPointWorld(output.point);
callback.getHitNormalWorld(output.normal);
return callback.getCollisionObject();
}
return null;
}
}