Java examples for Game:JME3
use physics to make the walls and floors of a town model solid in jme3
package chapter06; 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.scene.CameraNode; import com.jme3.scene.Node; import com.jme3.scene.control.CameraControl; /**//from w w w .j a v a 2s .c o m * We use physics to make the walls and floors of a town model solid. We create * a solid first-person player (camera) to walk around in our town. * * @author Normen, Zathras */ public class PhysicsGame2 extends SimpleApplication implements ActionListener { private BulletAppState bulletAppState; private RigidBodyControl scenePhy; private Node sceneNode; private Node playerNode; private BetterCharacterControl playerControl; private Vector3f walkDirection = new Vector3f(0, 0, 0); private Vector3f viewDirection = new Vector3f(0, 0, 1); private boolean rotateLeft = false, rotateRight = false, strafeLeft = false, strafeRight = false, forward = false, backward = false; private float speed = 100; private CameraNode camNode; public static void main(String[] args) { PhysicsGame2 app = new PhysicsGame2(); app.start(); } public void simpleInitApp() { initPhysics(); initLight(); initNavigation(); initScene(); initCharacter(); initCamera(); } /** * Initialize the physics simulation */ private void initPhysics() { bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); //bulletAppState.setDebugEnabled(true); // collision shapes visible } /* Set up collision detection for 1st-person player. * The player control itself has no visible geometry or location: * for a 3rd-person player, attach a geometry to the playerNode. */ private void initCharacter() { // 1. Create a player node. playerNode = new Node("the player"); playerNode.setLocalTranslation(new Vector3f(30, 130, 30)); // 2. Create a Character Physics Control. playerControl = new BetterCharacterControl(1.5f, 4, 80f); // 3. Set some properties of Character Physics Control playerControl.setJumpForce(new Vector3f(0, 300, 0)); playerControl.setGravity(new Vector3f(0, -10, 0)); // 4. Add the player control to the PhysicsSpace playerNode.addControl(playerControl); bulletAppState.getPhysicsSpace().add(playerControl); rootNode.attachChild(playerNode); } /** * CameraNode depends on playerNode. The camera follows the player. */ private void initCamera() { camNode = new CameraNode("CamNode", cam); camNode.setControlDir(CameraControl.ControlDirection.SpatialToCamera); camNode.setLocalTranslation(new Vector3f(0, 55, -70)); Quaternion quat = new Quaternion(); quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y); camNode.setLocalRotation(quat); playerNode.attachChild(camNode); camNode.setEnabled(true); flyCam.setEnabled(false); } /** * Load a model with floors and walls and make them solid. */ private void initScene() { // make the sky blue viewPort.setBackgroundColor(ColorRGBA.Black); // 1. Load the scene node assetManager.registerLocator("quake3level.zip", ZipLocator.class); sceneNode = (Node) assetManager.loadModel("main.meshxml"); sceneNode.scale(0.2f); // 2. Create a RigidBody PhysicsControl with mass zero // 3. Add the scene's PhysicsControl to the scene's geometry // 4. Add the scene's PhysicsControl to the PhysicsSpace scenePhy = new RigidBodyControl(0f); sceneNode.addControl(scenePhy); bulletAppState.getPhysicsSpace().add(scenePhy); rootNode.attachChild(sceneNode); } /** * An ambient light and a directional sun light */ private void initLight() { AmbientLight ambient = new AmbientLight(); rootNode.addLight(ambient); DirectionalLight sun = new DirectionalLight(); sun.setDirection(new Vector3f(1.4f, -1.4f, -1.4f)); rootNode.addLight(sun); } /** * We override default fly camera key mappings (WASD), because we want to * use them for physics-controlled walking and jumping of the player. */ private void initNavigation() { flyCam.setMoveSpeed(100); 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.addMapping("Strafe Left", new KeyTrigger( KeyInput.KEY_Q)); inputManager.addMapping("Strafe Right", new KeyTrigger( KeyInput.KEY_E)); inputManager.addListener(this, "Forward", "Rotate Left", "Rotate Right"); inputManager.addListener(this, "Back", "Strafe Right", "Strafe Left", "Jump"); } /** * Our custom navigation actions are triggered by user input (WASD). No * walking happens here yet -- we only keep track of the direction the user * wants to go. */ 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("Strafe Left")) { strafeLeft = isPressed; } else if (binding.equals("Strafe Right")) { strafeRight = isPressed; } else if (binding.equals("Forward")) { forward = isPressed; } else if (binding.equals("Back")) { backward = isPressed; } else if (binding.equals("Jump")) { playerControl.jump(); } } /** * First-person walking happens here in the update loop. */ @Override public void simpleUpdate(float tpf) { // 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); // Depending on which nav keys are pressed, determine the change in direction walkDirection.set(0, 0, 0); if (strafeLeft) { walkDirection.addLocal(modelLeftDir.mult(speed)); } else if (strafeRight) { walkDirection.addLocal(modelLeftDir.mult(speed).negate()); } if (forward) { walkDirection.addLocal(modelForwardDir.mult(speed)); } else if (backward) { walkDirection.addLocal(modelForwardDir.mult(speed).negate()); } playerControl.setWalkDirection(walkDirection); // Depending on which nav keys are pressed, 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); } }