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.asset.TextureKey; 37 import com.jme3.bullet.BulletAppState; 38 import com.jme3.bullet.control.RigidBodyControl; 39 import com.jme3.font.BitmapText; 40 import com.jme3.input.MouseInput; 41 import com.jme3.input.controls.ActionListener; 42 import com.jme3.input.controls.MouseButtonTrigger; 43 import com.jme3.material.Material; 44 import com.jme3.math.Vector2f; 45 import com.jme3.math.Vector3f; 46 import com.jme3.scene.Geometry; 47 import com.jme3.scene.shape.Box; 48 import com.jme3.scene.shape.Sphere; 49 import com.jme3.scene.shape.Sphere.TextureMode; 50 import com.jme3.texture.Texture; 51 import com.jme3.texture.Texture.WrapMode; 52 53 /** 54 * Example 12 - how to give objects physical properties so they bounce and fall. 55 * @author base code by double1984, updated by zathras 56 */ 57 public class HelloPhysics extends SimpleApplication { 58 59 public static void main(String args[]) { 60 HelloPhysics app = new HelloPhysics(); 61 app.start(); 62 } 63 64 /** Prepare the Physics Application State (jBullet) */ 65 private BulletAppState bulletAppState; 66 67 /** Prepare Materials */ 68 Material wall_mat; 69 Material stone_mat; 70 Material floor_mat; 71 72 /** Prepare geometries and physical nodes for bricks and cannon balls. */ 73 private RigidBodyControl brick_phy; 74 private static final Box box; 75 private RigidBodyControl ball_phy; 76 private static final Sphere sphere; 77 private RigidBodyControl floor_phy; 78 private static final Box floor; 79 80 /** dimensions used for bricks and wall */ 81 private static final float brickLength = 0.48f; 82 private static final float brickWidth = 0.24f; 83 private static final float brickHeight = 0.12f; 84 85 static { 86 /** Initialize the cannon ball geometry */ 87 sphere = new Sphere(32, 32, 0.4f, true, false); 88 sphere.setTextureMode(TextureMode.Projected); 89 /** Initialize the brick geometry */ 90 box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth); 91 box.scaleTextureCoordinates(new Vector2f(1f, .5f)); 92 /** Initialize the floor geometry */ 93 floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f); 94 floor.scaleTextureCoordinates(new Vector2f(3, 6)); 95 } 96 97 @Override 98 public void simpleInitApp() { 99 /** Set up Physics Game */ 100 bulletAppState = new BulletAppState(); 101 stateManager.attach(bulletAppState); 102 //bulletAppState.getPhysicsSpace().enableDebug(assetManager); 103 /** Configure cam to look at scene */ 104 cam.setLocation(new Vector3f(0, 4f, 6f)); 105 cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y); 106 /** Initialize the scene, materials, inputs, and physics space */ 107 initInputs(); 108 initMaterials(); 109 initWall(); 110 initFloor(); 111 initCrossHairs(); 112 } 113 114 /** Add InputManager action: Left click triggers shooting. */ 115 private void initInputs() { 116 inputManager.addMapping("shoot", 117 new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); 118 inputManager.addListener(actionListener, "shoot"); 119 } 120 121 /** 122 * Every time the shoot action is triggered, a new cannon ball is produced. 123 * The ball is set up to fly from the camera position in the camera direction. 124 */ 125 private ActionListener actionListener = new ActionListener() { 126 public void onAction(String name, boolean keyPressed, float tpf) { 127 if (name.equals("shoot") && !keyPressed) { 128 makeCannonBall(); 129 } 130 } 131 }; 132 133 /** Initialize the materials used in this scene. */ 134 public void initMaterials() { 135 wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); 136 TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg"); 137 key.setGenerateMips(true); 138 Texture tex = assetManager.loadTexture(key); 139 wall_mat.setTexture("ColorMap", tex); 140 141 stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); 142 TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); 143 key2.setGenerateMips(true); 144 Texture tex2 = assetManager.loadTexture(key2); 145 stone_mat.setTexture("ColorMap", tex2); 146 147 floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); 148 TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg"); 149 key3.setGenerateMips(true); 150 Texture tex3 = assetManager.loadTexture(key3); 151 tex3.setWrap(WrapMode.Repeat); 152 floor_mat.setTexture("ColorMap", tex3); 153 } 154 155 /** Make a solid floor and add it to the scene. */ 156 public void initFloor() { 157 Geometry floor_geo = new Geometry("Floor", floor); 158 floor_geo.setMaterial(floor_mat); 159 floor_geo.setLocalTranslation(0, -0.1f, 0); 160 this.rootNode.attachChild(floor_geo); 161 /* Make the floor physical with mass 0.0f! */ 162 floor_phy = new RigidBodyControl(0.0f); 163 floor_geo.addControl(floor_phy); 164 bulletAppState.getPhysicsSpace().add(floor_phy); 165 } 166 167 /** This loop builds a wall out of individual bricks. */ 168 public void initWall() { 169 float startpt = brickLength / 4; 170 float height = 0; 171 for (int j = 0; j < 15; j++) { 172 for (int i = 0; i < 6; i++) { 173 Vector3f vt = 174 new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0); 175 makeBrick(vt); 176 } 177 startpt = -startpt; 178 height += 2 * brickHeight; 179 } 180 } 181 182 /** This method creates one individual physical brick. */ 183 public void makeBrick(Vector3f loc) { 184 /** Create a brick geometry and attach to scene graph. */ 185 Geometry brick_geo = new Geometry("brick", box); 186 brick_geo.setMaterial(wall_mat); 187 rootNode.attachChild(brick_geo); 188 /** Position the brick geometry */ 189 brick_geo.setLocalTranslation(loc); 190 /** Make brick physical with a mass > 0.0f. */ 191 brick_phy = new RigidBodyControl(2f); 192 /** Add physical brick to physics space. */ 193 brick_geo.addControl(brick_phy); 194 bulletAppState.getPhysicsSpace().add(brick_phy); 195 } 196 197 /** This method creates one individual physical cannon ball. 198 * By defaul, the ball is accelerated and flies 199 * from the camera position in the camera direction.*/ 200 public void makeCannonBall() { 201 /** Create a cannon ball geometry and attach to scene graph. */ 202 Geometry ball_geo = new Geometry("cannon ball", sphere); 203 ball_geo.setMaterial(stone_mat); 204 rootNode.attachChild(ball_geo); 205 /** Position the cannon ball */ 206 ball_geo.setLocalTranslation(cam.getLocation()); 207 /** Make the ball physcial with a mass > 0.0f */ 208 ball_phy = new RigidBodyControl(1f); 209 /** Add physical ball to physics space. */ 210 ball_geo.addControl(ball_phy); 211 bulletAppState.getPhysicsSpace().add(ball_phy); 212 /** Accelerate the physcial ball to shoot it. */ 213 ball_phy.setLinearVelocity(cam.getDirection().mult(25)); 214 } 215 216 /** A plus sign used as crosshairs to help the player with aiming.*/ 217 protected void initCrossHairs() { 218 guiNode.detachAllChildren(); 219 guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt"); 220 BitmapText ch = new BitmapText(guiFont, false); 221 ch.setSize(guiFont.getCharSet().getRenderedSize() * 2); 222 ch.setText("+"); // fake crosshairs :) 223 ch.setLocalTranslation( // center 224 settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2, 225 settings.getHeight() / 2 + ch.getLineHeight() / 2, 0); 226 guiNode.attachChild(ch); 227 } 228 } 229