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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
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      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
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      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 package jme3test.bullet;
     33 
     34 import com.jme3.app.SimpleApplication;
     35 import com.jme3.bounding.BoundingBox;
     36 import com.jme3.bullet.BulletAppState;
     37 import com.jme3.bullet.PhysicsSpace;
     38 import com.jme3.bullet.collision.shapes.CollisionShape;
     39 import com.jme3.bullet.control.VehicleControl;
     40 import com.jme3.bullet.objects.VehicleWheel;
     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.light.DirectionalLight;
     46 import com.jme3.math.FastMath;
     47 import com.jme3.math.Matrix3f;
     48 import com.jme3.math.Vector3f;
     49 import com.jme3.renderer.queue.RenderQueue.ShadowMode;
     50 import com.jme3.scene.Geometry;
     51 import com.jme3.scene.Node;
     52 import com.jme3.scene.Spatial;
     53 import com.jme3.shadow.BasicShadowRenderer;
     54 
     55 public class TestFancyCar extends SimpleApplication implements ActionListener {
     56 
     57     private BulletAppState bulletAppState;
     58     private VehicleControl player;
     59     private VehicleWheel fr, fl, br, bl;
     60     private Node node_fr, node_fl, node_br, node_bl;
     61     private float wheelRadius;
     62     private float steeringValue = 0;
     63     private float accelerationValue = 0;
     64     private Node carNode;
     65 
     66     public static void main(String[] args) {
     67         TestFancyCar app = new TestFancyCar();
     68         app.start();
     69     }
     70 
     71     private void setupKeys() {
     72         inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_H));
     73         inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_K));
     74         inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_U));
     75         inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_J));
     76         inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
     77         inputManager.addMapping("Reset", new KeyTrigger(KeyInput.KEY_RETURN));
     78         inputManager.addListener(this, "Lefts");
     79         inputManager.addListener(this, "Rights");
     80         inputManager.addListener(this, "Ups");
     81         inputManager.addListener(this, "Downs");
     82         inputManager.addListener(this, "Space");
     83         inputManager.addListener(this, "Reset");
     84     }
     85 
     86     @Override
     87     public void simpleInitApp() {
     88         bulletAppState = new BulletAppState();
     89         stateManager.attach(bulletAppState);
     90 //        bulletAppState.getPhysicsSpace().enableDebug(assetManager);
     91         if (settings.getRenderer().startsWith("LWJGL")) {
     92             BasicShadowRenderer bsr = new BasicShadowRenderer(assetManager, 512);
     93             bsr.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
     94             viewPort.addProcessor(bsr);
     95         }
     96         cam.setFrustumFar(150f);
     97         flyCam.setMoveSpeed(10);
     98 
     99         setupKeys();
    100         PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
    101 //        setupFloor();
    102         buildPlayer();
    103 
    104         DirectionalLight dl = new DirectionalLight();
    105         dl.setDirection(new Vector3f(-0.5f, -1f, -0.3f).normalizeLocal());
    106         rootNode.addLight(dl);
    107 
    108         dl = new DirectionalLight();
    109         dl.setDirection(new Vector3f(0.5f, -0.1f, 0.3f).normalizeLocal());
    110         rootNode.addLight(dl);
    111     }
    112 
    113     private PhysicsSpace getPhysicsSpace() {
    114         return bulletAppState.getPhysicsSpace();
    115     }
    116 
    117 //    public void setupFloor() {
    118 //        Material mat = assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m");
    119 //        mat.getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat);
    120 ////        mat.getTextureParam("NormalMap").getTextureValue().setWrap(WrapMode.Repeat);
    121 ////        mat.getTextureParam("ParallaxMap").getTextureValue().setWrap(WrapMode.Repeat);
    122 //
    123 //        Box floor = new Box(Vector3f.ZERO, 140, 1f, 140);
    124 //        floor.scaleTextureCoordinates(new Vector2f(112.0f, 112.0f));
    125 //        Geometry floorGeom = new Geometry("Floor", floor);
    126 //        floorGeom.setShadowMode(ShadowMode.Receive);
    127 //        floorGeom.setMaterial(mat);
    128 //
    129 //        PhysicsNode tb = new PhysicsNode(floorGeom, new MeshCollisionShape(floorGeom.getMesh()), 0);
    130 //        tb.setLocalTranslation(new Vector3f(0f, -6, 0f));
    131 ////        tb.attachDebugShape(assetManager);
    132 //        rootNode.attachChild(tb);
    133 //        getPhysicsSpace().add(tb);
    134 //    }
    135 
    136     private Geometry findGeom(Spatial spatial, String name) {
    137         if (spatial instanceof Node) {
    138             Node node = (Node) spatial;
    139             for (int i = 0; i < node.getQuantity(); i++) {
    140                 Spatial child = node.getChild(i);
    141                 Geometry result = findGeom(child, name);
    142                 if (result != null) {
    143                     return result;
    144                 }
    145             }
    146         } else if (spatial instanceof Geometry) {
    147             if (spatial.getName().startsWith(name)) {
    148                 return (Geometry) spatial;
    149             }
    150         }
    151         return null;
    152     }
    153 
    154     private void buildPlayer() {
    155         float stiffness = 120.0f;//200=f1 car
    156         float compValue = 0.2f; //(lower than damp!)
    157         float dampValue = 0.3f;
    158         final float mass = 400;
    159 
    160         //Load model and get chassis Geometry
    161         carNode = (Node)assetManager.loadModel("Models/Ferrari/Car.scene");
    162         carNode.setShadowMode(ShadowMode.Cast);
    163         Geometry chasis = findGeom(carNode, "Car");
    164         BoundingBox box = (BoundingBox) chasis.getModelBound();
    165 
    166         //Create a hull collision shape for the chassis
    167         CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis);
    168 
    169         //Create a vehicle control
    170         player = new VehicleControl(carHull, mass);
    171         carNode.addControl(player);
    172 
    173         //Setting default values for wheels
    174         player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
    175         player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
    176         player.setSuspensionStiffness(stiffness);
    177         player.setMaxSuspensionForce(10000);
    178 
    179         //Create four wheels and add them at their locations
    180         //note that our fancy car actually goes backwards..
    181         Vector3f wheelDirection = new Vector3f(0, -1, 0);
    182         Vector3f wheelAxle = new Vector3f(-1, 0, 0);
    183 
    184         Geometry wheel_fr = findGeom(carNode, "WheelFrontRight");
    185         wheel_fr.center();
    186         box = (BoundingBox) wheel_fr.getModelBound();
    187         wheelRadius = box.getYExtent();
    188         float back_wheel_h = (wheelRadius * 1.7f) - 1f;
    189         float front_wheel_h = (wheelRadius * 1.9f) - 1f;
    190         player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
    191                 wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
    192 
    193         Geometry wheel_fl = findGeom(carNode, "WheelFrontLeft");
    194         wheel_fl.center();
    195         box = (BoundingBox) wheel_fl.getModelBound();
    196         player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
    197                 wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
    198 
    199         Geometry wheel_br = findGeom(carNode, "WheelBackRight");
    200         wheel_br.center();
    201         box = (BoundingBox) wheel_br.getModelBound();
    202         player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
    203                 wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
    204 
    205         Geometry wheel_bl = findGeom(carNode, "WheelBackLeft");
    206         wheel_bl.center();
    207         box = (BoundingBox) wheel_bl.getModelBound();
    208         player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
    209                 wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
    210 
    211         player.getWheel(2).setFrictionSlip(4);
    212         player.getWheel(3).setFrictionSlip(4);
    213 
    214         rootNode.attachChild(carNode);
    215         getPhysicsSpace().add(player);
    216     }
    217 
    218     public void onAction(String binding, boolean value, float tpf) {
    219         if (binding.equals("Lefts")) {
    220             if (value) {
    221                 steeringValue += .5f;
    222             } else {
    223                 steeringValue += -.5f;
    224             }
    225             player.steer(steeringValue);
    226         } else if (binding.equals("Rights")) {
    227             if (value) {
    228                 steeringValue += -.5f;
    229             } else {
    230                 steeringValue += .5f;
    231             }
    232             player.steer(steeringValue);
    233         } //note that our fancy car actually goes backwards..
    234         else if (binding.equals("Ups")) {
    235             if (value) {
    236                 accelerationValue -= 800;
    237             } else {
    238                 accelerationValue += 800;
    239             }
    240             player.accelerate(accelerationValue);
    241             player.setCollisionShape(CollisionShapeFactory.createDynamicMeshShape(findGeom(carNode, "Car")));
    242         } else if (binding.equals("Downs")) {
    243             if (value) {
    244                 player.brake(40f);
    245             } else {
    246                 player.brake(0f);
    247             }
    248         } else if (binding.equals("Reset")) {
    249             if (value) {
    250                 System.out.println("Reset");
    251                 player.setPhysicsLocation(Vector3f.ZERO);
    252                 player.setPhysicsRotation(new Matrix3f());
    253                 player.setLinearVelocity(Vector3f.ZERO);
    254                 player.setAngularVelocity(Vector3f.ZERO);
    255                 player.resetSuspension();
    256             } else {
    257             }
    258         }
    259     }
    260 
    261     @Override
    262     public void simpleUpdate(float tpf) {
    263         cam.lookAt(carNode.getWorldTranslation(), Vector3f.UNIT_Y);
    264     }
    265 }
    266