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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package jme3test.helloworld;
     34 
     35 import com.jme3.app.SimpleApplication;
     36 import com.jme3.asset.plugins.ZipLocator;
     37 import com.jme3.bullet.BulletAppState;
     38 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
     39 import com.jme3.bullet.collision.shapes.CollisionShape;
     40 import com.jme3.bullet.control.CharacterControl;
     41 import com.jme3.bullet.control.RigidBodyControl;
     42 import com.jme3.bullet.util.CollisionShapeFactory;
     43 import com.jme3.input.KeyInput;
     44 import com.jme3.input.controls.ActionListener;
     45 import com.jme3.input.controls.KeyTrigger;
     46 import com.jme3.light.AmbientLight;
     47 import com.jme3.light.DirectionalLight;
     48 import com.jme3.math.ColorRGBA;
     49 import com.jme3.math.Vector3f;
     50 import com.jme3.scene.Node;
     51 import com.jme3.scene.Spatial;
     52 
     53 /**
     54  * Example 9 - How to make walls and floors solid.
     55  * This collision code uses Physics and a custom Action Listener.
     56  * @author normen, with edits by Zathras
     57  */
     58 public class HelloCollision extends SimpleApplication
     59         implements ActionListener {
     60 
     61   private Spatial sceneModel;
     62   private BulletAppState bulletAppState;
     63   private RigidBodyControl landscape;
     64   private CharacterControl player;
     65   private Vector3f walkDirection = new Vector3f();
     66   private boolean left = false, right = false, up = false, down = false;
     67 
     68   public static void main(String[] args) {
     69     HelloCollision app = new HelloCollision();
     70     app.start();
     71   }
     72 
     73   public void simpleInitApp() {
     74     /** Set up Physics */
     75     bulletAppState = new BulletAppState();
     76     stateManager.attach(bulletAppState);
     77     //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
     78 
     79     // We re-use the flyby camera for rotation, while positioning is handled by physics
     80     viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
     81     flyCam.setMoveSpeed(100);
     82     setUpKeys();
     83     setUpLight();
     84 
     85     // We load the scene from the zip file and adjust its size.
     86     assetManager.registerLocator("town.zip", ZipLocator.class.getName());
     87     sceneModel = assetManager.loadModel("main.scene");
     88     sceneModel.setLocalScale(2f);
     89 
     90     // We set up collision detection for the scene by creating a
     91     // compound collision shape and a static RigidBodyControl with mass zero.
     92     CollisionShape sceneShape =
     93             CollisionShapeFactory.createMeshShape((Node) sceneModel);
     94     landscape = new RigidBodyControl(sceneShape, 0);
     95     sceneModel.addControl(landscape);
     96 
     97     // We set up collision detection for the player by creating
     98     // a capsule collision shape and a CharacterControl.
     99     // The CharacterControl offers extra settings for
    100     // size, stepheight, jumping, falling, and gravity.
    101     // We also put the player in its starting position.
    102     CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
    103     player = new CharacterControl(capsuleShape, 0.05f);
    104     player.setJumpSpeed(20);
    105     player.setFallSpeed(30);
    106     player.setGravity(30);
    107     player.setPhysicsLocation(new Vector3f(0, 10, 0));
    108 
    109     // We attach the scene and the player to the rootnode and the physics space,
    110     // to make them appear in the game world.
    111     rootNode.attachChild(sceneModel);
    112     bulletAppState.getPhysicsSpace().add(landscape);
    113     bulletAppState.getPhysicsSpace().add(player);
    114   }
    115 
    116   private void setUpLight() {
    117     // We add light so we see the scene
    118     AmbientLight al = new AmbientLight();
    119     al.setColor(ColorRGBA.White.mult(1.3f));
    120     rootNode.addLight(al);
    121 
    122     DirectionalLight dl = new DirectionalLight();
    123     dl.setColor(ColorRGBA.White);
    124     dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
    125     rootNode.addLight(dl);
    126   }
    127 
    128   /** We over-write some navigational key mappings here, so we can
    129    * add physics-controlled walking and jumping: */
    130   private void setUpKeys() {
    131     inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
    132     inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
    133     inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
    134     inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
    135     inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
    136     inputManager.addListener(this, "Left");
    137     inputManager.addListener(this, "Right");
    138     inputManager.addListener(this, "Up");
    139     inputManager.addListener(this, "Down");
    140     inputManager.addListener(this, "Jump");
    141   }
    142 
    143   /** These are our custom actions triggered by key presses.
    144    * We do not walk yet, we just keep track of the direction the user pressed. */
    145   public void onAction(String binding, boolean value, float tpf) {
    146     if (binding.equals("Left")) {
    147       if (value) { left = true; } else { left = false; }
    148     } else if (binding.equals("Right")) {
    149       if (value) { right = true; } else { right = false; }
    150     } else if (binding.equals("Up")) {
    151       if (value) { up = true; } else { up = false; }
    152     } else if (binding.equals("Down")) {
    153       if (value) { down = true; } else { down = false; }
    154     } else if (binding.equals("Jump")) {
    155       player.jump();
    156     }
    157   }
    158 
    159   /**
    160    * This is the main event loop--walking happens here.
    161    * We check in which direction the player is walking by interpreting
    162    * the camera direction forward (camDir) and to the side (camLeft).
    163    * The setWalkDirection() command is what lets a physics-controlled player walk.
    164    * We also make sure here that the camera moves with player.
    165    */
    166   @Override
    167   public void simpleUpdate(float tpf) {
    168     Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
    169     Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
    170     walkDirection.set(0, 0, 0);
    171     if (left)  { walkDirection.addLocal(camLeft); }
    172     if (right) { walkDirection.addLocal(camLeft.negate()); }
    173     if (up)    { walkDirection.addLocal(camDir); }
    174     if (down)  { walkDirection.addLocal(camDir.negate()); }
    175     player.setWalkDirection(walkDirection);
    176     cam.setLocation(player.getPhysicsLocation());
    177   }
    178 }
    179