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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
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     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.bullet.BulletAppState;
     37 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
     38 import com.jme3.bullet.collision.shapes.CollisionShape;
     39 import com.jme3.bullet.control.CharacterControl;
     40 import com.jme3.bullet.control.RigidBodyControl;
     41 import com.jme3.bullet.util.CollisionShapeFactory;
     42 import com.jme3.input.KeyInput;
     43 import com.jme3.input.controls.ActionListener;
     44 import com.jme3.input.controls.KeyTrigger;
     45 import com.jme3.material.Material;
     46 import com.jme3.math.Vector3f;
     47 import com.jme3.renderer.Camera;
     48 import com.jme3.scene.Node;
     49 import com.jme3.terrain.geomipmap.TerrainLodControl;
     50 import com.jme3.terrain.geomipmap.TerrainQuad;
     51 import com.jme3.terrain.heightmap.AbstractHeightMap;
     52 import com.jme3.terrain.heightmap.ImageBasedHeightMap;
     53 import com.jme3.texture.Texture;
     54 import com.jme3.texture.Texture.WrapMode;
     55 import java.util.ArrayList;
     56 import java.util.List;
     57 
     58 /**
     59  * This demo shows a terrain with collision detection,
     60  * that you can walk around in with a first-person perspective.
     61  * This code combines HelloCollision and HelloTerrain.
     62  */
     63 public class HelloTerrainCollision extends SimpleApplication
     64         implements ActionListener {
     65 
     66   private BulletAppState bulletAppState;
     67   private RigidBodyControl landscape;
     68   private CharacterControl player;
     69   private Vector3f walkDirection = new Vector3f();
     70   private boolean left = false, right = false, up = false, down = false;
     71   private TerrainQuad terrain;
     72   private Material mat_terrain;
     73 
     74   public static void main(String[] args) {
     75     HelloTerrainCollision app = new HelloTerrainCollision();
     76     app.start();
     77   }
     78 
     79   @Override
     80   public void simpleInitApp() {
     81     /** Set up Physics */
     82     bulletAppState = new BulletAppState();
     83     stateManager.attach(bulletAppState);
     84     //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
     85 
     86     flyCam.setMoveSpeed(100);
     87     setUpKeys();
     88 
     89     /** 1. Create terrain material and load four textures into it. */
     90     mat_terrain = new Material(assetManager,
     91             "Common/MatDefs/Terrain/Terrain.j3md");
     92 
     93     /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
     94     mat_terrain.setTexture("Alpha", assetManager.loadTexture(
     95             "Textures/Terrain/splat/alphamap.png"));
     96 
     97     /** 1.2) Add GRASS texture into the red layer (Tex1). */
     98     Texture grass = assetManager.loadTexture(
     99             "Textures/Terrain/splat/grass.jpg");
    100     grass.setWrap(WrapMode.Repeat);
    101     mat_terrain.setTexture("Tex1", grass);
    102     mat_terrain.setFloat("Tex1Scale", 64f);
    103 
    104     /** 1.3) Add DIRT texture into the green layer (Tex2) */
    105     Texture dirt = assetManager.loadTexture(
    106             "Textures/Terrain/splat/dirt.jpg");
    107     dirt.setWrap(WrapMode.Repeat);
    108     mat_terrain.setTexture("Tex2", dirt);
    109     mat_terrain.setFloat("Tex2Scale", 32f);
    110 
    111     /** 1.4) Add ROAD texture into the blue layer (Tex3) */
    112     Texture rock = assetManager.loadTexture(
    113             "Textures/Terrain/splat/road.jpg");
    114     rock.setWrap(WrapMode.Repeat);
    115     mat_terrain.setTexture("Tex3", rock);
    116     mat_terrain.setFloat("Tex3Scale", 128f);
    117 
    118     /** 2. Create the height map */
    119     AbstractHeightMap heightmap = null;
    120     Texture heightMapImage = assetManager.loadTexture(
    121             "Textures/Terrain/splat/mountains512.png");
    122     heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
    123     heightmap.load();
    124 
    125     /** 3. We have prepared material and heightmap.
    126      * Now we create the actual terrain:
    127      * 3.1) Create a TerrainQuad and name it "my terrain".
    128      * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
    129      * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
    130      * 3.4) As LOD step scale we supply Vector3f(1,1,1).
    131      * 3.5) We supply the prepared heightmap itself.
    132      */
    133     terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());
    134 
    135     /** 4. We give the terrain its material, position & scale it, and attach it. */
    136     terrain.setMaterial(mat_terrain);
    137     terrain.setLocalTranslation(0, -100, 0);
    138     terrain.setLocalScale(2f, 1f, 2f);
    139     rootNode.attachChild(terrain);
    140 
    141     /** 5. The LOD (level of detail) depends on were the camera is: */
    142     List<Camera> cameras = new ArrayList<Camera>();
    143     cameras.add(getCamera());
    144     TerrainLodControl control = new TerrainLodControl(terrain, cameras);
    145     terrain.addControl(control);
    146 
    147     /** 6. Add physics: */
    148     // We set up collision detection for the scene by creating a
    149     // compound collision shape and a static RigidBodyControl with mass zero.*/
    150     CollisionShape terrainShape =
    151             CollisionShapeFactory.createMeshShape((Node) terrain);
    152     landscape = new RigidBodyControl(terrainShape, 0);
    153     terrain.addControl(landscape);
    154 
    155     // We set up collision detection for the player by creating
    156     // a capsule collision shape and a CharacterControl.
    157     // The CharacterControl offers extra settings for
    158     // size, stepheight, jumping, falling, and gravity.
    159     // We also put the player in its starting position.
    160     CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
    161     player = new CharacterControl(capsuleShape, 0.05f);
    162     player.setJumpSpeed(20);
    163     player.setFallSpeed(30);
    164     player.setGravity(30);
    165     player.setPhysicsLocation(new Vector3f(0, 10, 0));
    166 
    167     // We attach the scene and the player to the rootnode and the physics space,
    168     // to make them appear in the game world.
    169     bulletAppState.getPhysicsSpace().add(terrain);
    170     bulletAppState.getPhysicsSpace().add(player);
    171 
    172   }
    173   /** We over-write some navigational key mappings here, so we can
    174    * add physics-controlled walking and jumping: */
    175   private void setUpKeys() {
    176     inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
    177     inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
    178     inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
    179     inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
    180     inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
    181     inputManager.addListener(this, "Left");
    182     inputManager.addListener(this, "Right");
    183     inputManager.addListener(this, "Up");
    184     inputManager.addListener(this, "Down");
    185     inputManager.addListener(this, "Jump");
    186   }
    187 
    188   /** These are our custom actions triggered by key presses.
    189    * We do not walk yet, we just keep track of the direction the user pressed. */
    190   public void onAction(String binding, boolean value, float tpf) {
    191     if (binding.equals("Left")) {
    192       if (value) { left = true; } else { left = false; }
    193     } else if (binding.equals("Right")) {
    194       if (value) { right = true; } else { right = false; }
    195     } else if (binding.equals("Up")) {
    196       if (value) { up = true; } else { up = false; }
    197     } else if (binding.equals("Down")) {
    198       if (value) { down = true; } else { down = false; }
    199     } else if (binding.equals("Jump")) {
    200       player.jump();
    201     }
    202   }
    203 
    204   /**
    205    * This is the main event loop--walking happens here.
    206    * We check in which direction the player is walking by interpreting
    207    * the camera direction forward (camDir) and to the side (camLeft).
    208    * The setWalkDirection() command is what lets a physics-controlled player walk.
    209    * We also make sure here that the camera moves with player.
    210    */
    211   @Override
    212   public void simpleUpdate(float tpf) {
    213     Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
    214     Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
    215     walkDirection.set(0, 0, 0);
    216     if (left)  { walkDirection.addLocal(camLeft); }
    217     if (right) { walkDirection.addLocal(camLeft.negate()); }
    218     if (up)    { walkDirection.addLocal(camDir); }
    219     if (down)  { walkDirection.addLocal(camDir.negate()); }
    220     player.setWalkDirection(walkDirection);
    221     cam.setLocation(player.getPhysicsLocation());
    222   }
    223 }
    224 
    225