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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
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      5  * Redistribution and use in source and binary forms, with or without
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     12  * * Redistributions in binary form must reproduce the above copyright
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     17  *   may be used to endorse or promote products derived from this software
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     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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     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.collision.CollisionResult;
     37 import com.jme3.collision.CollisionResults;
     38 import com.jme3.font.BitmapText;
     39 import com.jme3.input.KeyInput;
     40 import com.jme3.input.MouseInput;
     41 import com.jme3.input.controls.ActionListener;
     42 import com.jme3.input.controls.KeyTrigger;
     43 import com.jme3.input.controls.MouseButtonTrigger;
     44 import com.jme3.light.DirectionalLight;
     45 import com.jme3.material.Material;
     46 import com.jme3.math.ColorRGBA;
     47 import com.jme3.math.Ray;
     48 import com.jme3.math.Vector3f;
     49 import com.jme3.scene.Geometry;
     50 import com.jme3.scene.Node;
     51 import com.jme3.scene.Spatial;
     52 import com.jme3.scene.shape.Box;
     53 import com.jme3.scene.shape.Sphere;
     54 
     55 /** Sample 8 - how to let the user pick (select) objects in the scene
     56  * using the mouse or key presses. Can be used for shooting, opening doors, etc. */
     57 public class HelloPicking extends SimpleApplication {
     58 
     59   public static void main(String[] args) {
     60     HelloPicking app = new HelloPicking();
     61     app.start();
     62   }
     63   Node shootables;
     64   Geometry mark;
     65 
     66   @Override
     67   public void simpleInitApp() {
     68     initCrossHairs(); // a "+" in the middle of the screen to help aiming
     69     initKeys();       // load custom key mappings
     70     initMark();       // a red sphere to mark the hit
     71 
     72     /** create four colored boxes and a floor to shoot at: */
     73     shootables = new Node("Shootables");
     74     rootNode.attachChild(shootables);
     75     shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));
     76     shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f));
     77     shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f));
     78     shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f));
     79     shootables.attachChild(makeFloor());
     80     shootables.attachChild(makeCharacter());
     81   }
     82 
     83   /** Declaring the "Shoot" action and mapping to its triggers. */
     84   private void initKeys() {
     85     inputManager.addMapping("Shoot",
     86       new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar
     87       new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click
     88     inputManager.addListener(actionListener, "Shoot");
     89   }
     90   /** Defining the "Shoot" action: Determine what was hit and how to respond. */
     91   private ActionListener actionListener = new ActionListener() {
     92 
     93     public void onAction(String name, boolean keyPressed, float tpf) {
     94       if (name.equals("Shoot") && !keyPressed) {
     95         // 1. Reset results list.
     96         CollisionResults results = new CollisionResults();
     97         // 2. Aim the ray from cam loc to cam direction.
     98         Ray ray = new Ray(cam.getLocation(), cam.getDirection());
     99         // 3. Collect intersections between Ray and Shootables in results list.
    100         shootables.collideWith(ray, results);
    101         // 4. Print the results
    102         System.out.println("----- Collisions? " + results.size() + "-----");
    103         for (int i = 0; i < results.size(); i++) {
    104           // For each hit, we know distance, impact point, name of geometry.
    105           float dist = results.getCollision(i).getDistance();
    106           Vector3f pt = results.getCollision(i).getContactPoint();
    107           String hit = results.getCollision(i).getGeometry().getName();
    108           System.out.println("* Collision #" + i);
    109           System.out.println("  You shot " + hit + " at " + pt + ", " + dist + " wu away.");
    110         }
    111         // 5. Use the results (we mark the hit object)
    112         if (results.size() > 0) {
    113           // The closest collision point is what was truly hit:
    114           CollisionResult closest = results.getClosestCollision();
    115           // Let's interact - we mark the hit with a red dot.
    116           mark.setLocalTranslation(closest.getContactPoint());
    117           rootNode.attachChild(mark);
    118         } else {
    119           // No hits? Then remove the red mark.
    120           rootNode.detachChild(mark);
    121         }
    122       }
    123     }
    124   };
    125 
    126   /** A cube object for target practice */
    127   protected Geometry makeCube(String name, float x, float y, float z) {
    128     Box box = new Box(new Vector3f(x, y, z), 1, 1, 1);
    129     Geometry cube = new Geometry(name, box);
    130     Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    131     mat1.setColor("Color", ColorRGBA.randomColor());
    132     cube.setMaterial(mat1);
    133     return cube;
    134   }
    135 
    136   /** A floor to show that the "shot" can go through several objects. */
    137   protected Geometry makeFloor() {
    138     Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15);
    139     Geometry floor = new Geometry("the Floor", box);
    140     Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    141     mat1.setColor("Color", ColorRGBA.Gray);
    142     floor.setMaterial(mat1);
    143     return floor;
    144   }
    145 
    146   /** A red ball that marks the last spot that was "hit" by the "shot". */
    147   protected void initMark() {
    148     Sphere sphere = new Sphere(30, 30, 0.2f);
    149     mark = new Geometry("BOOM!", sphere);
    150     Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    151     mark_mat.setColor("Color", ColorRGBA.Red);
    152     mark.setMaterial(mark_mat);
    153   }
    154 
    155   /** A centred plus sign to help the player aim. */
    156   protected void initCrossHairs() {
    157     guiNode.detachAllChildren();
    158     guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    159     BitmapText ch = new BitmapText(guiFont, false);
    160     ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
    161     ch.setText("+"); // crosshairs
    162     ch.setLocalTranslation( // center
    163       settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
    164       settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
    165     guiNode.attachChild(ch);
    166   }
    167 
    168   protected Spatial makeCharacter() {
    169     // load a character from jme3test-test-data
    170     Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
    171     golem.scale(0.5f);
    172     golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);
    173 
    174     // We must add a light to make the model visible
    175     DirectionalLight sun = new DirectionalLight();
    176     sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
    177     golem.addLight(sun);
    178     return golem;
    179   }
    180 }
    181