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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.asset.plugins.ZipLocator;
37 import com.jme3.bullet.BulletAppState;
38 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
39 import com.jme3.bullet.collision.shapes.CollisionShape;
40 import com.jme3.bullet.control.CharacterControl;
41 import com.jme3.bullet.control.RigidBodyControl;
42 import com.jme3.bullet.util.CollisionShapeFactory;
43 import com.jme3.input.KeyInput;
44 import com.jme3.input.controls.ActionListener;
45 import com.jme3.input.controls.KeyTrigger;
46 import com.jme3.light.AmbientLight;
47 import com.jme3.light.DirectionalLight;
48 import com.jme3.math.ColorRGBA;
49 import com.jme3.math.Vector3f;
50 import com.jme3.scene.Node;
51 import com.jme3.scene.Spatial;
52 
53 /**
54  * Example 9 - How to make walls and floors solid.
55  * This collision code uses Physics and a custom Action Listener.
56  * @author normen, with edits by Zathras
57  */
58 public class HelloCollision extends SimpleApplication
59         implements ActionListener {
60 
61   private Spatial sceneModel;
62   private BulletAppState bulletAppState;
63   private RigidBodyControl landscape;
64   private CharacterControl player;
65   private Vector3f walkDirection = new Vector3f();
66   private boolean left = false, right = false, up = false, down = false;
67 
main(String[] args)68   public static void main(String[] args) {
69     HelloCollision app = new HelloCollision();
70     app.start();
71   }
72 
simpleInitApp()73   public void simpleInitApp() {
74     /** Set up Physics */
75     bulletAppState = new BulletAppState();
76     stateManager.attach(bulletAppState);
77     //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
78 
79     // We re-use the flyby camera for rotation, while positioning is handled by physics
80     viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
81     flyCam.setMoveSpeed(100);
82     setUpKeys();
83     setUpLight();
84 
85     // We load the scene from the zip file and adjust its size.
86     assetManager.registerLocator("town.zip", ZipLocator.class.getName());
87     sceneModel = assetManager.loadModel("main.scene");
88     sceneModel.setLocalScale(2f);
89 
90     // We set up collision detection for the scene by creating a
91     // compound collision shape and a static RigidBodyControl with mass zero.
92     CollisionShape sceneShape =
93             CollisionShapeFactory.createMeshShape((Node) sceneModel);
94     landscape = new RigidBodyControl(sceneShape, 0);
95     sceneModel.addControl(landscape);
96 
97     // We set up collision detection for the player by creating
98     // a capsule collision shape and a CharacterControl.
99     // The CharacterControl offers extra settings for
100     // size, stepheight, jumping, falling, and gravity.
101     // We also put the player in its starting position.
102     CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
103     player = new CharacterControl(capsuleShape, 0.05f);
104     player.setJumpSpeed(20);
105     player.setFallSpeed(30);
106     player.setGravity(30);
107     player.setPhysicsLocation(new Vector3f(0, 10, 0));
108 
109     // We attach the scene and the player to the rootnode and the physics space,
110     // to make them appear in the game world.
111     rootNode.attachChild(sceneModel);
112     bulletAppState.getPhysicsSpace().add(landscape);
113     bulletAppState.getPhysicsSpace().add(player);
114   }
115 
setUpLight()116   private void setUpLight() {
117     // We add light so we see the scene
118     AmbientLight al = new AmbientLight();
119     al.setColor(ColorRGBA.White.mult(1.3f));
120     rootNode.addLight(al);
121 
122     DirectionalLight dl = new DirectionalLight();
123     dl.setColor(ColorRGBA.White);
124     dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
125     rootNode.addLight(dl);
126   }
127 
128   /** We over-write some navigational key mappings here, so we can
129    * add physics-controlled walking and jumping: */
setUpKeys()130   private void setUpKeys() {
131     inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
132     inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
133     inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
134     inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
135     inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
136     inputManager.addListener(this, "Left");
137     inputManager.addListener(this, "Right");
138     inputManager.addListener(this, "Up");
139     inputManager.addListener(this, "Down");
140     inputManager.addListener(this, "Jump");
141   }
142 
143   /** These are our custom actions triggered by key presses.
144    * We do not walk yet, we just keep track of the direction the user pressed. */
onAction(String binding, boolean value, float tpf)145   public void onAction(String binding, boolean value, float tpf) {
146     if (binding.equals("Left")) {
147       if (value) { left = true; } else { left = false; }
148     } else if (binding.equals("Right")) {
149       if (value) { right = true; } else { right = false; }
150     } else if (binding.equals("Up")) {
151       if (value) { up = true; } else { up = false; }
152     } else if (binding.equals("Down")) {
153       if (value) { down = true; } else { down = false; }
154     } else if (binding.equals("Jump")) {
155       player.jump();
156     }
157   }
158 
159   /**
160    * This is the main event loop--walking happens here.
161    * We check in which direction the player is walking by interpreting
162    * the camera direction forward (camDir) and to the side (camLeft).
163    * The setWalkDirection() command is what lets a physics-controlled player walk.
164    * We also make sure here that the camera moves with player.
165    */
166   @Override
simpleUpdate(float tpf)167   public void simpleUpdate(float tpf) {
168     Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
169     Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
170     walkDirection.set(0, 0, 0);
171     if (left)  { walkDirection.addLocal(camLeft); }
172     if (right) { walkDirection.addLocal(camLeft.negate()); }
173     if (up)    { walkDirection.addLocal(camDir); }
174     if (down)  { walkDirection.addLocal(camDir.negate()); }
175     player.setWalkDirection(walkDirection);
176     cam.setLocation(player.getPhysicsLocation());
177   }
178 }
179