| /* |
| * 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.bullet; |
| |
| import com.jme3.app.SimpleApplication; |
| import com.jme3.bounding.BoundingBox; |
| import com.jme3.bullet.BulletAppState; |
| import com.jme3.bullet.PhysicsSpace; |
| import com.jme3.bullet.collision.shapes.CollisionShape; |
| import com.jme3.bullet.control.VehicleControl; |
| import com.jme3.bullet.objects.VehicleWheel; |
| 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.DirectionalLight; |
| import com.jme3.math.FastMath; |
| import com.jme3.math.Matrix3f; |
| import com.jme3.math.Vector3f; |
| import com.jme3.renderer.queue.RenderQueue.ShadowMode; |
| import com.jme3.scene.Geometry; |
| import com.jme3.scene.Node; |
| import com.jme3.scene.Spatial; |
| import com.jme3.shadow.BasicShadowRenderer; |
| |
| public class TestFancyCar extends SimpleApplication implements ActionListener { |
| |
| private BulletAppState bulletAppState; |
| private VehicleControl player; |
| private VehicleWheel fr, fl, br, bl; |
| private Node node_fr, node_fl, node_br, node_bl; |
| private float wheelRadius; |
| private float steeringValue = 0; |
| private float accelerationValue = 0; |
| private Node carNode; |
| |
| public static void main(String[] args) { |
| TestFancyCar app = new TestFancyCar(); |
| app.start(); |
| } |
| |
| private void setupKeys() { |
| inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_H)); |
| inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_K)); |
| inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_U)); |
| inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_J)); |
| inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE)); |
| inputManager.addMapping("Reset", new KeyTrigger(KeyInput.KEY_RETURN)); |
| inputManager.addListener(this, "Lefts"); |
| inputManager.addListener(this, "Rights"); |
| inputManager.addListener(this, "Ups"); |
| inputManager.addListener(this, "Downs"); |
| inputManager.addListener(this, "Space"); |
| inputManager.addListener(this, "Reset"); |
| } |
| |
| @Override |
| public void simpleInitApp() { |
| bulletAppState = new BulletAppState(); |
| stateManager.attach(bulletAppState); |
| // bulletAppState.getPhysicsSpace().enableDebug(assetManager); |
| if (settings.getRenderer().startsWith("LWJGL")) { |
| BasicShadowRenderer bsr = new BasicShadowRenderer(assetManager, 512); |
| bsr.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal()); |
| viewPort.addProcessor(bsr); |
| } |
| cam.setFrustumFar(150f); |
| flyCam.setMoveSpeed(10); |
| |
| setupKeys(); |
| PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace()); |
| // setupFloor(); |
| buildPlayer(); |
| |
| DirectionalLight dl = new DirectionalLight(); |
| dl.setDirection(new Vector3f(-0.5f, -1f, -0.3f).normalizeLocal()); |
| rootNode.addLight(dl); |
| |
| dl = new DirectionalLight(); |
| dl.setDirection(new Vector3f(0.5f, -0.1f, 0.3f).normalizeLocal()); |
| rootNode.addLight(dl); |
| } |
| |
| private PhysicsSpace getPhysicsSpace() { |
| return bulletAppState.getPhysicsSpace(); |
| } |
| |
| // public void setupFloor() { |
| // Material mat = assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m"); |
| // mat.getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat); |
| //// mat.getTextureParam("NormalMap").getTextureValue().setWrap(WrapMode.Repeat); |
| //// mat.getTextureParam("ParallaxMap").getTextureValue().setWrap(WrapMode.Repeat); |
| // |
| // Box floor = new Box(Vector3f.ZERO, 140, 1f, 140); |
| // floor.scaleTextureCoordinates(new Vector2f(112.0f, 112.0f)); |
| // Geometry floorGeom = new Geometry("Floor", floor); |
| // floorGeom.setShadowMode(ShadowMode.Receive); |
| // floorGeom.setMaterial(mat); |
| // |
| // PhysicsNode tb = new PhysicsNode(floorGeom, new MeshCollisionShape(floorGeom.getMesh()), 0); |
| // tb.setLocalTranslation(new Vector3f(0f, -6, 0f)); |
| //// tb.attachDebugShape(assetManager); |
| // rootNode.attachChild(tb); |
| // getPhysicsSpace().add(tb); |
| // } |
| |
| private Geometry findGeom(Spatial spatial, String name) { |
| if (spatial instanceof Node) { |
| Node node = (Node) spatial; |
| for (int i = 0; i < node.getQuantity(); i++) { |
| Spatial child = node.getChild(i); |
| Geometry result = findGeom(child, name); |
| if (result != null) { |
| return result; |
| } |
| } |
| } else if (spatial instanceof Geometry) { |
| if (spatial.getName().startsWith(name)) { |
| return (Geometry) spatial; |
| } |
| } |
| return null; |
| } |
| |
| private void buildPlayer() { |
| float stiffness = 120.0f;//200=f1 car |
| float compValue = 0.2f; //(lower than damp!) |
| float dampValue = 0.3f; |
| final float mass = 400; |
| |
| //Load model and get chassis Geometry |
| carNode = (Node)assetManager.loadModel("Models/Ferrari/Car.scene"); |
| carNode.setShadowMode(ShadowMode.Cast); |
| Geometry chasis = findGeom(carNode, "Car"); |
| BoundingBox box = (BoundingBox) chasis.getModelBound(); |
| |
| //Create a hull collision shape for the chassis |
| CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis); |
| |
| //Create a vehicle control |
| player = new VehicleControl(carHull, mass); |
| carNode.addControl(player); |
| |
| //Setting default values for wheels |
| player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness)); |
| player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness)); |
| player.setSuspensionStiffness(stiffness); |
| player.setMaxSuspensionForce(10000); |
| |
| //Create four wheels and add them at their locations |
| //note that our fancy car actually goes backwards.. |
| Vector3f wheelDirection = new Vector3f(0, -1, 0); |
| Vector3f wheelAxle = new Vector3f(-1, 0, 0); |
| |
| Geometry wheel_fr = findGeom(carNode, "WheelFrontRight"); |
| wheel_fr.center(); |
| box = (BoundingBox) wheel_fr.getModelBound(); |
| wheelRadius = box.getYExtent(); |
| float back_wheel_h = (wheelRadius * 1.7f) - 1f; |
| float front_wheel_h = (wheelRadius * 1.9f) - 1f; |
| player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0), |
| wheelDirection, wheelAxle, 0.2f, wheelRadius, true); |
| |
| Geometry wheel_fl = findGeom(carNode, "WheelFrontLeft"); |
| wheel_fl.center(); |
| box = (BoundingBox) wheel_fl.getModelBound(); |
| player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0), |
| wheelDirection, wheelAxle, 0.2f, wheelRadius, true); |
| |
| Geometry wheel_br = findGeom(carNode, "WheelBackRight"); |
| wheel_br.center(); |
| box = (BoundingBox) wheel_br.getModelBound(); |
| player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0), |
| wheelDirection, wheelAxle, 0.2f, wheelRadius, false); |
| |
| Geometry wheel_bl = findGeom(carNode, "WheelBackLeft"); |
| wheel_bl.center(); |
| box = (BoundingBox) wheel_bl.getModelBound(); |
| player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0), |
| wheelDirection, wheelAxle, 0.2f, wheelRadius, false); |
| |
| player.getWheel(2).setFrictionSlip(4); |
| player.getWheel(3).setFrictionSlip(4); |
| |
| rootNode.attachChild(carNode); |
| getPhysicsSpace().add(player); |
| } |
| |
| public void onAction(String binding, boolean value, float tpf) { |
| if (binding.equals("Lefts")) { |
| if (value) { |
| steeringValue += .5f; |
| } else { |
| steeringValue += -.5f; |
| } |
| player.steer(steeringValue); |
| } else if (binding.equals("Rights")) { |
| if (value) { |
| steeringValue += -.5f; |
| } else { |
| steeringValue += .5f; |
| } |
| player.steer(steeringValue); |
| } //note that our fancy car actually goes backwards.. |
| else if (binding.equals("Ups")) { |
| if (value) { |
| accelerationValue -= 800; |
| } else { |
| accelerationValue += 800; |
| } |
| player.accelerate(accelerationValue); |
| player.setCollisionShape(CollisionShapeFactory.createDynamicMeshShape(findGeom(carNode, "Car"))); |
| } else if (binding.equals("Downs")) { |
| if (value) { |
| player.brake(40f); |
| } else { |
| player.brake(0f); |
| } |
| } else if (binding.equals("Reset")) { |
| if (value) { |
| System.out.println("Reset"); |
| player.setPhysicsLocation(Vector3f.ZERO); |
| player.setPhysicsRotation(new Matrix3f()); |
| player.setLinearVelocity(Vector3f.ZERO); |
| player.setAngularVelocity(Vector3f.ZERO); |
| player.resetSuspension(); |
| } else { |
| } |
| } |
| } |
| |
| @Override |
| public void simpleUpdate(float tpf) { |
| cam.lookAt(carNode.getWorldTranslation(), Vector3f.UNIT_Y); |
| } |
| } |