Java examples for Game:JME3
Physics testing in jme3
package Physics;//w ww . ja v a2 s .c o m import com.jme3.app.SimpleApplication; import com.jme3.asset.plugins.ZipLocator; import com.jme3.bullet.BulletAppState; import com.jme3.bullet.control.BetterCharacterControl; import com.jme3.bullet.control.RigidBodyControl; 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.FastMath; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.CameraNode; import com.jme3.scene.Node; import com.jme3.scene.control.CameraControl; /** * test * * @author normenhansen */ public class PhysicsTown extends SimpleApplication implements ActionListener { private Node sceneNode; private Node playerNode; private BulletAppState bulletAppState; private RigidBodyControl scenePhy; private BetterCharacterControl playerControl; private CameraNode camNode; private Vector3f walkDirection = new Vector3f(0, 0, 0); private Vector3f viewDirection = new Vector3f(0, 0, 1); private boolean rotateLeft = false, rotateRight = false, forward = false, backward = false; private float speed = 8; public static void main(String[] args) { PhysicsTown app = new PhysicsTown(); app.start(); } @Override public void simpleInitApp() { cam.setLocation(new Vector3f(0, 10, 0)); assetManager.registerLocator("town.zip", ZipLocator.class); sceneNode = (Node) assetManager.loadModel("main.scene"); sceneNode.scale(1.5f); AmbientLight ambient = new AmbientLight(); rootNode.addLight(ambient); DirectionalLight sun = new DirectionalLight(); sun.setDirection(new Vector3f(1.4f, -1.4f, -1.4f)); rootNode.addLight(sun); viewPort.setBackgroundColor(ColorRGBA.Cyan); bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); scenePhy = new RigidBodyControl(0f); sceneNode.addControl(scenePhy); bulletAppState.getPhysicsSpace().add(sceneNode); rootNode.attachChild(sceneNode); playerNode = new Node("the player"); playerNode.setLocalTranslation(new Vector3f(0, 6, 0)); rootNode.attachChild(playerNode); playerControl = new BetterCharacterControl(1.5f, 4, 30f); playerControl.setJumpForce(new Vector3f(0, 300, 0)); playerControl.setGravity(new Vector3f(0, -10, 0)); playerNode.addControl(playerControl); bulletAppState.getPhysicsSpace().add(playerControl); inputManager.addMapping("Forward", new KeyTrigger(KeyInput.KEY_W)); inputManager.addMapping("Back", new KeyTrigger(KeyInput.KEY_S)); inputManager.addMapping("Rotate Left", new KeyTrigger( KeyInput.KEY_A)); inputManager.addMapping("Rotate Right", new KeyTrigger( KeyInput.KEY_D)); inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE)); inputManager.addListener(this, "Rotate Left", "Rotate Right"); inputManager.addListener(this, "Forward", "Back", "Jump"); } @Override public void simpleUpdate(float tpf) { camNode = new CameraNode("CamNode", cam); camNode.setControlDir(CameraControl.ControlDirection.SpatialToCamera); camNode.setLocalTranslation(new Vector3f(0, 4, -6)); Quaternion quat = new Quaternion(); quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y); camNode.setLocalRotation(quat); playerNode.attachChild(camNode); camNode.setEnabled(true); flyCam.setEnabled(false); // Get current forward and left vectors of the playerNode: Vector3f modelForwardDir = playerNode.getWorldRotation().mult( Vector3f.UNIT_Z); Vector3f modelLeftDir = playerNode.getWorldRotation().mult( Vector3f.UNIT_X); // Determine the change in direction walkDirection.set(0, 0, 0); if (forward) { walkDirection.addLocal(modelForwardDir.mult(speed)); } else if (backward) { walkDirection.addLocal(modelForwardDir.mult(speed).negate()); } playerControl.setWalkDirection(walkDirection); // walk! // Determine the change in rotation if (rotateLeft) { Quaternion rotateL = new Quaternion().fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y); rotateL.multLocal(viewDirection); } else if (rotateRight) { Quaternion rotateR = new Quaternion().fromAngleAxis( -FastMath.PI * tpf, Vector3f.UNIT_Y); rotateR.multLocal(viewDirection); } playerControl.setViewDirection(viewDirection); // turn! } @Override public void simpleRender(RenderManager rm) { //TODO: add render code } public void onAction(String binding, boolean isPressed, float tpf) { if (binding.equals("Rotate Left")) { rotateLeft = isPressed; } else if (binding.equals("Rotate Right")) { rotateRight = isPressed; } else if (binding.equals("Forward")) { forward = isPressed; } else if (binding.equals("Back")) { backward = isPressed; } else if (binding.equals("Jump")) { playerControl.jump(); } } }