/** | |
* Copyright (c) 2009-2010 jMonkeyEngine | |
* All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
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* * Redistributions of source code must retain the above copyright | |
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* * Redistributions in binary form must reproduce the above copyright | |
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* | |
* * 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 | |
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*/ | |
package jme3test.helloworld; | |
import com.jme3.app.SimpleApplication; | |
import com.jme3.asset.TextureKey; | |
import com.jme3.bullet.BulletAppState; | |
import com.jme3.bullet.control.RigidBodyControl; | |
import com.jme3.font.BitmapText; | |
import com.jme3.input.MouseInput; | |
import com.jme3.input.controls.ActionListener; | |
import com.jme3.input.controls.MouseButtonTrigger; | |
import com.jme3.material.Material; | |
import com.jme3.math.Vector2f; | |
import com.jme3.math.Vector3f; | |
import com.jme3.scene.Geometry; | |
import com.jme3.scene.shape.Box; | |
import com.jme3.scene.shape.Sphere; | |
import com.jme3.scene.shape.Sphere.TextureMode; | |
import com.jme3.texture.Texture; | |
import com.jme3.texture.Texture.WrapMode; | |
/** | |
* Example 12 - how to give objects physical properties so they bounce and fall. | |
* @author base code by double1984, updated by zathras | |
*/ | |
public class HelloPhysics extends SimpleApplication { | |
public static void main(String args[]) { | |
HelloPhysics app = new HelloPhysics(); | |
app.start(); | |
} | |
/** Prepare the Physics Application State (jBullet) */ | |
private BulletAppState bulletAppState; | |
/** Prepare Materials */ | |
Material wall_mat; | |
Material stone_mat; | |
Material floor_mat; | |
/** Prepare geometries and physical nodes for bricks and cannon balls. */ | |
private RigidBodyControl brick_phy; | |
private static final Box box; | |
private RigidBodyControl ball_phy; | |
private static final Sphere sphere; | |
private RigidBodyControl floor_phy; | |
private static final Box floor; | |
/** dimensions used for bricks and wall */ | |
private static final float brickLength = 0.48f; | |
private static final float brickWidth = 0.24f; | |
private static final float brickHeight = 0.12f; | |
static { | |
/** Initialize the cannon ball geometry */ | |
sphere = new Sphere(32, 32, 0.4f, true, false); | |
sphere.setTextureMode(TextureMode.Projected); | |
/** Initialize the brick geometry */ | |
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth); | |
box.scaleTextureCoordinates(new Vector2f(1f, .5f)); | |
/** Initialize the floor geometry */ | |
floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f); | |
floor.scaleTextureCoordinates(new Vector2f(3, 6)); | |
} | |
@Override | |
public void simpleInitApp() { | |
/** Set up Physics Game */ | |
bulletAppState = new BulletAppState(); | |
stateManager.attach(bulletAppState); | |
//bulletAppState.getPhysicsSpace().enableDebug(assetManager); | |
/** Configure cam to look at scene */ | |
cam.setLocation(new Vector3f(0, 4f, 6f)); | |
cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y); | |
/** Initialize the scene, materials, inputs, and physics space */ | |
initInputs(); | |
initMaterials(); | |
initWall(); | |
initFloor(); | |
initCrossHairs(); | |
} | |
/** Add InputManager action: Left click triggers shooting. */ | |
private void initInputs() { | |
inputManager.addMapping("shoot", | |
new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); | |
inputManager.addListener(actionListener, "shoot"); | |
} | |
/** | |
* Every time the shoot action is triggered, a new cannon ball is produced. | |
* The ball is set up to fly from the camera position in the camera direction. | |
*/ | |
private ActionListener actionListener = new ActionListener() { | |
public void onAction(String name, boolean keyPressed, float tpf) { | |
if (name.equals("shoot") && !keyPressed) { | |
makeCannonBall(); | |
} | |
} | |
}; | |
/** Initialize the materials used in this scene. */ | |
public void initMaterials() { | |
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg"); | |
key.setGenerateMips(true); | |
Texture tex = assetManager.loadTexture(key); | |
wall_mat.setTexture("ColorMap", tex); | |
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); | |
key2.setGenerateMips(true); | |
Texture tex2 = assetManager.loadTexture(key2); | |
stone_mat.setTexture("ColorMap", tex2); | |
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg"); | |
key3.setGenerateMips(true); | |
Texture tex3 = assetManager.loadTexture(key3); | |
tex3.setWrap(WrapMode.Repeat); | |
floor_mat.setTexture("ColorMap", tex3); | |
} | |
/** Make a solid floor and add it to the scene. */ | |
public void initFloor() { | |
Geometry floor_geo = new Geometry("Floor", floor); | |
floor_geo.setMaterial(floor_mat); | |
floor_geo.setLocalTranslation(0, -0.1f, 0); | |
this.rootNode.attachChild(floor_geo); | |
/* Make the floor physical with mass 0.0f! */ | |
floor_phy = new RigidBodyControl(0.0f); | |
floor_geo.addControl(floor_phy); | |
bulletAppState.getPhysicsSpace().add(floor_phy); | |
} | |
/** This loop builds a wall out of individual bricks. */ | |
public void initWall() { | |
float startpt = brickLength / 4; | |
float height = 0; | |
for (int j = 0; j < 15; j++) { | |
for (int i = 0; i < 6; i++) { | |
Vector3f vt = | |
new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0); | |
makeBrick(vt); | |
} | |
startpt = -startpt; | |
height += 2 * brickHeight; | |
} | |
} | |
/** This method creates one individual physical brick. */ | |
public void makeBrick(Vector3f loc) { | |
/** Create a brick geometry and attach to scene graph. */ | |
Geometry brick_geo = new Geometry("brick", box); | |
brick_geo.setMaterial(wall_mat); | |
rootNode.attachChild(brick_geo); | |
/** Position the brick geometry */ | |
brick_geo.setLocalTranslation(loc); | |
/** Make brick physical with a mass > 0.0f. */ | |
brick_phy = new RigidBodyControl(2f); | |
/** Add physical brick to physics space. */ | |
brick_geo.addControl(brick_phy); | |
bulletAppState.getPhysicsSpace().add(brick_phy); | |
} | |
/** This method creates one individual physical cannon ball. | |
* By defaul, the ball is accelerated and flies | |
* from the camera position in the camera direction.*/ | |
public void makeCannonBall() { | |
/** Create a cannon ball geometry and attach to scene graph. */ | |
Geometry ball_geo = new Geometry("cannon ball", sphere); | |
ball_geo.setMaterial(stone_mat); | |
rootNode.attachChild(ball_geo); | |
/** Position the cannon ball */ | |
ball_geo.setLocalTranslation(cam.getLocation()); | |
/** Make the ball physcial with a mass > 0.0f */ | |
ball_phy = new RigidBodyControl(1f); | |
/** Add physical ball to physics space. */ | |
ball_geo.addControl(ball_phy); | |
bulletAppState.getPhysicsSpace().add(ball_phy); | |
/** Accelerate the physcial ball to shoot it. */ | |
ball_phy.setLinearVelocity(cam.getDirection().mult(25)); | |
} | |
/** A plus sign used as crosshairs to help the player with aiming.*/ | |
protected void initCrossHairs() { | |
guiNode.detachAllChildren(); | |
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt"); | |
BitmapText ch = new BitmapText(guiFont, false); | |
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2); | |
ch.setText("+"); // fake crosshairs :) | |
ch.setLocalTranslation( // center | |
settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2, | |
settings.getHeight() / 2 + ch.getLineHeight() / 2, 0); | |
guiNode.attachChild(ch); | |
} | |
} |