Package com.xeiam.proprioceptron.jme.hello

Source Code of com.xeiam.proprioceptron.jme.hello.HelloCollision

/**
* Copyright 2012 MANC LLC.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*    http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.xeiam.proprioceptron.jme.hello;

import com.jme3.app.SimpleApplication;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;

/**
* Example 9 - How to make walls and floors solid. This collision code uses Physics and a custom Action Listener.
*
* @author normen, with edits by Zathras
*/
public class HelloCollision extends SimpleApplication implements ActionListener {

  private Spatial sceneModel;
  private BulletAppState bulletAppState;
  private RigidBodyControl landscape;
  private CharacterControl player;
  private final Vector3f walkDirection = new Vector3f();
  private boolean left = false, right = false, up = false, down = false;

  public static void main(String[] args) {

    HelloCollision app = new HelloCollision();
    app.start();
  }

  @Override
  public void simpleInitApp() {

    // 1. Activate Physics
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);

    // bulletAppState.getPhysicsSpace().enableDebug(assetManager);

    // We re-use the flyby camera for rotation, while positioning is handled by physics
    viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
    flyCam.setMoveSpeed(100);
    setUpKeys();
    setUpLight();

    // We load the scene from the zip file and adjust its size.
    assetManager.registerLocator("town.zip", ZipLocator.class);
    sceneModel = assetManager.loadModel("main.scene");
    sceneModel.setLocalScale(2f);

    // We set up collision detection for the scene by creating a
    // compound collision shape and a static RigidBodyControl with mass zero.
    CollisionShape sceneShape = CollisionShapeFactory.createMeshShape(sceneModel);
    landscape = new RigidBodyControl(sceneShape, 0);
    sceneModel.addControl(landscape);

    // We set up collision detection for the player by creating
    // a capsule collision shape and a CharacterControl.
    // The CharacterControl offers extra settings for
    // size, stepheight, jumping, falling, and gravity.
    // We also put the player in its starting position.
    CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
    player = new CharacterControl(capsuleShape, 0.05f);
    player.setJumpSpeed(20);
    player.setFallSpeed(30);
    player.setGravity(30);
    player.setPhysicsLocation(new Vector3f(0, 10, 0));

    // We attach the scene and the player to the rootNode and the physics space,
    // to make them appear in the game world.
    rootNode.attachChild(sceneModel);
    bulletAppState.getPhysicsSpace().add(landscape);
    bulletAppState.getPhysicsSpace().add(player);
  }

  private void setUpLight() {

    // We add light so we see the scene
    AmbientLight al = new AmbientLight();
    al.setColor(ColorRGBA.White.mult(1.3f));
    rootNode.addLight(al);

    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.White);
    dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
    rootNode.addLight(dl);
  }

  /**
   * We over-write some navigational key mappings here, so we can add physics-controlled walking and jumping:
   */
  private void setUpKeys() {

    inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
    inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
    inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
    inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
    inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
    inputManager.addListener(this, "Left");
    inputManager.addListener(this, "Right");
    inputManager.addListener(this, "Up");
    inputManager.addListener(this, "Down");
    inputManager.addListener(this, "Jump");
  }

  /**
   * These are our custom actions triggered by key presses. We do not walk yet, we just keep track of the direction the user pressed.
   */
  @Override
  public void onAction(String binding, boolean value, float tpf) {

    if (binding.equals("Left")) {
      left = value;
    } else if (binding.equals("Right")) {
      right = value;
    } else if (binding.equals("Up")) {
      up = value;
    } else if (binding.equals("Down")) {
      down = value;
    } else if (binding.equals("Jump")) {
      player.jump();
    }
  }

  /**
   * This is the main event loop--walking happens here. We check in which direction the player is walking by interpreting the camera direction forward (camDir) and to the side (camLeft). The setWalkDirection() command is what lets a
   * physics-controlled player walk. We also make sure here that the camera moves with player.
   */
  @Override
  public void simpleUpdate(float tpf) {

    Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
    Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
    walkDirection.set(0, 0, 0);
    if (left) {
      walkDirection.addLocal(camLeft);
    }
    if (right) {
      walkDirection.addLocal(camLeft.negate());
    }
    if (up) {
      walkDirection.addLocal(camDir);
    }
    if (down) {
      walkDirection.addLocal(camDir.negate());
    }
    player.setWalkDirection(walkDirection);
    cam.setLocation(player.getPhysicsLocation());
  }
}
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