| /* |
| * 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 jme3test.helloworld; |
| |
| import com.jme3.app.SimpleApplication; |
| 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.material.Material; |
| import com.jme3.math.Vector3f; |
| import com.jme3.renderer.Camera; |
| import com.jme3.scene.Node; |
| import com.jme3.terrain.geomipmap.TerrainLodControl; |
| import com.jme3.terrain.geomipmap.TerrainQuad; |
| import com.jme3.terrain.heightmap.AbstractHeightMap; |
| import com.jme3.terrain.heightmap.ImageBasedHeightMap; |
| import com.jme3.texture.Texture; |
| import com.jme3.texture.Texture.WrapMode; |
| import java.util.ArrayList; |
| import java.util.List; |
| |
| /** |
| * This demo shows a terrain with collision detection, |
| * that you can walk around in with a first-person perspective. |
| * This code combines HelloCollision and HelloTerrain. |
| */ |
| public class HelloTerrainCollision extends SimpleApplication |
| implements ActionListener { |
| |
| private BulletAppState bulletAppState; |
| private RigidBodyControl landscape; |
| private CharacterControl player; |
| private Vector3f walkDirection = new Vector3f(); |
| private boolean left = false, right = false, up = false, down = false; |
| private TerrainQuad terrain; |
| private Material mat_terrain; |
| |
| public static void main(String[] args) { |
| HelloTerrainCollision app = new HelloTerrainCollision(); |
| app.start(); |
| } |
| |
| @Override |
| public void simpleInitApp() { |
| /** Set up Physics */ |
| bulletAppState = new BulletAppState(); |
| stateManager.attach(bulletAppState); |
| //bulletAppState.getPhysicsSpace().enableDebug(assetManager); |
| |
| flyCam.setMoveSpeed(100); |
| setUpKeys(); |
| |
| /** 1. Create terrain material and load four textures into it. */ |
| mat_terrain = new Material(assetManager, |
| "Common/MatDefs/Terrain/Terrain.j3md"); |
| |
| /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */ |
| mat_terrain.setTexture("Alpha", assetManager.loadTexture( |
| "Textures/Terrain/splat/alphamap.png")); |
| |
| /** 1.2) Add GRASS texture into the red layer (Tex1). */ |
| Texture grass = assetManager.loadTexture( |
| "Textures/Terrain/splat/grass.jpg"); |
| grass.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex1", grass); |
| mat_terrain.setFloat("Tex1Scale", 64f); |
| |
| /** 1.3) Add DIRT texture into the green layer (Tex2) */ |
| Texture dirt = assetManager.loadTexture( |
| "Textures/Terrain/splat/dirt.jpg"); |
| dirt.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex2", dirt); |
| mat_terrain.setFloat("Tex2Scale", 32f); |
| |
| /** 1.4) Add ROAD texture into the blue layer (Tex3) */ |
| Texture rock = assetManager.loadTexture( |
| "Textures/Terrain/splat/road.jpg"); |
| rock.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex3", rock); |
| mat_terrain.setFloat("Tex3Scale", 128f); |
| |
| /** 2. Create the height map */ |
| AbstractHeightMap heightmap = null; |
| Texture heightMapImage = assetManager.loadTexture( |
| "Textures/Terrain/splat/mountains512.png"); |
| heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); |
| heightmap.load(); |
| |
| /** 3. We have prepared material and heightmap. |
| * Now we create the actual terrain: |
| * 3.1) Create a TerrainQuad and name it "my terrain". |
| * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65. |
| * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513. |
| * 3.4) As LOD step scale we supply Vector3f(1,1,1). |
| * 3.5) We supply the prepared heightmap itself. |
| */ |
| terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap()); |
| |
| /** 4. We give the terrain its material, position & scale it, and attach it. */ |
| terrain.setMaterial(mat_terrain); |
| terrain.setLocalTranslation(0, -100, 0); |
| terrain.setLocalScale(2f, 1f, 2f); |
| rootNode.attachChild(terrain); |
| |
| /** 5. The LOD (level of detail) depends on were the camera is: */ |
| List<Camera> cameras = new ArrayList<Camera>(); |
| cameras.add(getCamera()); |
| TerrainLodControl control = new TerrainLodControl(terrain, cameras); |
| terrain.addControl(control); |
| |
| /** 6. Add physics: */ |
| // We set up collision detection for the scene by creating a |
| // compound collision shape and a static RigidBodyControl with mass zero.*/ |
| CollisionShape terrainShape = |
| CollisionShapeFactory.createMeshShape((Node) terrain); |
| landscape = new RigidBodyControl(terrainShape, 0); |
| terrain.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. |
| bulletAppState.getPhysicsSpace().add(terrain); |
| bulletAppState.getPhysicsSpace().add(player); |
| |
| } |
| /** 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. */ |
| public void onAction(String binding, boolean value, float tpf) { |
| if (binding.equals("Left")) { |
| if (value) { left = true; } else { left = false; } |
| } else if (binding.equals("Right")) { |
| if (value) { right = true; } else { right = false; } |
| } else if (binding.equals("Up")) { |
| if (value) { up = true; } else { up = false; } |
| } else if (binding.equals("Down")) { |
| if (value) { down = true; } else { down = false; } |
| } 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()); |
| } |
| } |
| |