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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 
main(String[] args)74   public static void main(String[] args) {
75     HelloTerrainCollision app = new HelloTerrainCollision();
76     app.start();
77   }
78 
79   @Override
simpleInitApp()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: */
setUpKeys()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. */
onAction(String binding, boolean value, float tpf)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
simpleUpdate(float tpf)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