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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.bullet.objects;
import com.bulletphysics.collision.dispatch.CollisionFlags;
import com.bulletphysics.collision.dispatch.PairCachingGhostObject;
import com.bulletphysics.collision.shapes.ConvexShape;
import com.bulletphysics.dynamics.character.KinematicCharacterController;
import com.bulletphysics.linearmath.Transform;
import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.util.Converter;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Matrix3f;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import java.io.IOException;
/**
* Basic Bullet Character
* @author normenhansen
*/
public class PhysicsCharacter extends PhysicsCollisionObject {
protected KinematicCharacterController character;
protected float stepHeight;
protected Vector3f walkDirection = new Vector3f();
protected float fallSpeed = 55.0f;
protected float jumpSpeed = 10.0f;
protected int upAxis = 1;
protected PairCachingGhostObject gObject;
protected boolean locationDirty = false;
//TEMP VARIABLES
protected final Quaternion tmp_inverseWorldRotation = new Quaternion();
private Transform tempTrans = new Transform(Converter.convert(new Matrix3f()));
private com.jme3.math.Transform physicsLocation = new com.jme3.math.Transform();
private javax.vecmath.Vector3f tempVec = new javax.vecmath.Vector3f();
public PhysicsCharacter() {
}
/**
* @param shape The CollisionShape (no Mesh or CompoundCollisionShapes)
* @param stepHeight The quantization size for vertical movement
*/
public PhysicsCharacter(CollisionShape shape, float stepHeight) {
this.collisionShape = shape;
if (!(shape.getCShape() instanceof ConvexShape)) {
throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh collision shapes"));
}
this.stepHeight = stepHeight;
buildObject();
}
protected void buildObject() {
if (gObject == null) {
gObject = new PairCachingGhostObject();
}
gObject.setCollisionFlags(CollisionFlags.CHARACTER_OBJECT);
gObject.setCollisionFlags(gObject.getCollisionFlags() & ~CollisionFlags.NO_CONTACT_RESPONSE);
gObject.setCollisionShape(collisionShape.getCShape());
gObject.setUserPointer(this);
character = new KinematicCharacterController(gObject, (ConvexShape) collisionShape.getCShape(), stepHeight);
}
/**
* Sets the location of this physics character
* @param location
*/
public void warp(Vector3f location) {
character.warp(Converter.convert(location, tempVec));
}
/**
* Set the walk direction, works continuously.
* This should probably be called setPositionIncrementPerSimulatorStep.
* This is neither a direction nor a velocity, but the amount to
* increment the position each physics tick. So vector length = accuracy*speed in m/s
* @param vec the walk direction to set
*/
public void setWalkDirection(Vector3f vec) {
walkDirection.set(vec);
character.setWalkDirection(Converter.convert(walkDirection, tempVec));
}
/**
* @return the currently set walkDirection
*/
public Vector3f getWalkDirection() {
return walkDirection;
}
public void setUpAxis(int axis) {
upAxis = axis;
character.setUpAxis(axis);
}
public int getUpAxis() {
return upAxis;
}
public void setFallSpeed(float fallSpeed) {
this.fallSpeed = fallSpeed;
character.setFallSpeed(fallSpeed);
}
public float getFallSpeed() {
return fallSpeed;
}
public void setJumpSpeed(float jumpSpeed) {
this.jumpSpeed = jumpSpeed;
character.setJumpSpeed(jumpSpeed);
}
public float getJumpSpeed() {
return jumpSpeed;
}
//does nothing..
// public void setMaxJumpHeight(float height) {
// character.setMaxJumpHeight(height);
// }
public void setGravity(float value) {
character.setGravity(value);
}
public float getGravity() {
return character.getGravity();
}
public void setMaxSlope(float slopeRadians) {
character.setMaxSlope(slopeRadians);
}
public float getMaxSlope() {
return character.getMaxSlope();
}
public boolean onGround() {
return character.onGround();
}
public void jump() {
character.jump();
}
@Override
public void setCollisionShape(CollisionShape collisionShape) {
if (!(collisionShape.getCShape() instanceof ConvexShape)) {
throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh collision shapes"));
}
super.setCollisionShape(collisionShape);
if (gObject == null) {
buildObject();
}else{
gObject.setCollisionShape(collisionShape.getCShape());
}
}
/**
* Set the physics location (same as warp())
* @param location the location of the actual physics object
*/
public void setPhysicsLocation(Vector3f location) {
warp(location);
}
/**
* @return the physicsLocation
*/
public Vector3f getPhysicsLocation(Vector3f trans) {
if (trans == null) {
trans = new Vector3f();
}
gObject.getWorldTransform(tempTrans);
Converter.convert(tempTrans.origin, physicsLocation.getTranslation());
return trans.set(physicsLocation.getTranslation());
}
/**
* @return the physicsLocation
*/
public Vector3f getPhysicsLocation() {
gObject.getWorldTransform(tempTrans);
Converter.convert(tempTrans.origin, physicsLocation.getTranslation());
return physicsLocation.getTranslation();
}
public void setCcdSweptSphereRadius(float radius) {
gObject.setCcdSweptSphereRadius(radius);
}
public void setCcdMotionThreshold(float threshold) {
gObject.setCcdMotionThreshold(threshold);
}
public float getCcdSweptSphereRadius() {
return gObject.getCcdSweptSphereRadius();
}
public float getCcdMotionThreshold() {
return gObject.getCcdMotionThreshold();
}
public float getCcdSquareMotionThreshold() {
return gObject.getCcdSquareMotionThreshold();
}
/**
* used internally
*/
public KinematicCharacterController getControllerId() {
return character;
}
/**
* used internally
*/
public PairCachingGhostObject getObjectId() {
return gObject;
}
public void destroy() {
}
@Override
public void write(JmeExporter e) throws IOException {
super.write(e);
OutputCapsule capsule = e.getCapsule(this);
capsule.write(stepHeight, "stepHeight", 1.0f);
capsule.write(getGravity(), "gravity", 9.8f * 3);
capsule.write(getMaxSlope(), "maxSlope", 1.0f);
capsule.write(fallSpeed, "fallSpeed", 55.0f);
capsule.write(jumpSpeed, "jumpSpeed", 10.0f);
capsule.write(upAxis, "upAxis", 1);
capsule.write(getCcdMotionThreshold(), "ccdMotionThreshold", 0);
capsule.write(getCcdSweptSphereRadius(), "ccdSweptSphereRadius", 0);
capsule.write(getPhysicsLocation(new Vector3f()), "physicsLocation", new Vector3f());
}
@Override
public void read(JmeImporter e) throws IOException {
super.read(e);
InputCapsule capsule = e.getCapsule(this);
stepHeight = capsule.readFloat("stepHeight", 1.0f);
buildObject();
character = new KinematicCharacterController(gObject, (ConvexShape) collisionShape.getCShape(), stepHeight);
setGravity(capsule.readFloat("gravity", 9.8f * 3));
setMaxSlope(capsule.readFloat("maxSlope", 1.0f));
setFallSpeed(capsule.readFloat("fallSpeed", 55.0f));
setJumpSpeed(capsule.readFloat("jumpSpeed", 10.0f));
setUpAxis(capsule.readInt("upAxis", 1));
setCcdMotionThreshold(capsule.readFloat("ccdMotionThreshold", 0));
setCcdSweptSphereRadius(capsule.readFloat("ccdSweptSphereRadius", 0));
setPhysicsLocation((Vector3f) capsule.readSavable("physicsLocation", new Vector3f()));
}
}