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package jme3test.helloworld; | |
import com.jme3.app.SimpleApplication; | |
import com.jme3.collision.CollisionResult; | |
import com.jme3.collision.CollisionResults; | |
import com.jme3.font.BitmapText; | |
import com.jme3.input.KeyInput; | |
import com.jme3.input.MouseInput; | |
import com.jme3.input.controls.ActionListener; | |
import com.jme3.input.controls.KeyTrigger; | |
import com.jme3.input.controls.MouseButtonTrigger; | |
import com.jme3.light.DirectionalLight; | |
import com.jme3.material.Material; | |
import com.jme3.math.ColorRGBA; | |
import com.jme3.math.Ray; | |
import com.jme3.math.Vector3f; | |
import com.jme3.scene.Geometry; | |
import com.jme3.scene.Node; | |
import com.jme3.scene.Spatial; | |
import com.jme3.scene.shape.Box; | |
import com.jme3.scene.shape.Sphere; | |
/** Sample 8 - how to let the user pick (select) objects in the scene | |
* using the mouse or key presses. Can be used for shooting, opening doors, etc. */ | |
public class HelloPicking extends SimpleApplication { | |
public static void main(String[] args) { | |
HelloPicking app = new HelloPicking(); | |
app.start(); | |
} | |
Node shootables; | |
Geometry mark; | |
@Override | |
public void simpleInitApp() { | |
initCrossHairs(); // a "+" in the middle of the screen to help aiming | |
initKeys(); // load custom key mappings | |
initMark(); // a red sphere to mark the hit | |
/** create four colored boxes and a floor to shoot at: */ | |
shootables = new Node("Shootables"); | |
rootNode.attachChild(shootables); | |
shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f)); | |
shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f)); | |
shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f)); | |
shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f)); | |
shootables.attachChild(makeFloor()); | |
shootables.attachChild(makeCharacter()); | |
} | |
/** Declaring the "Shoot" action and mapping to its triggers. */ | |
private void initKeys() { | |
inputManager.addMapping("Shoot", | |
new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar | |
new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click | |
inputManager.addListener(actionListener, "Shoot"); | |
} | |
/** Defining the "Shoot" action: Determine what was hit and how to respond. */ | |
private ActionListener actionListener = new ActionListener() { | |
public void onAction(String name, boolean keyPressed, float tpf) { | |
if (name.equals("Shoot") && !keyPressed) { | |
// 1. Reset results list. | |
CollisionResults results = new CollisionResults(); | |
// 2. Aim the ray from cam loc to cam direction. | |
Ray ray = new Ray(cam.getLocation(), cam.getDirection()); | |
// 3. Collect intersections between Ray and Shootables in results list. | |
shootables.collideWith(ray, results); | |
// 4. Print the results | |
System.out.println("----- Collisions? " + results.size() + "-----"); | |
for (int i = 0; i < results.size(); i++) { | |
// For each hit, we know distance, impact point, name of geometry. | |
float dist = results.getCollision(i).getDistance(); | |
Vector3f pt = results.getCollision(i).getContactPoint(); | |
String hit = results.getCollision(i).getGeometry().getName(); | |
System.out.println("* Collision #" + i); | |
System.out.println(" You shot " + hit + " at " + pt + ", " + dist + " wu away."); | |
} | |
// 5. Use the results (we mark the hit object) | |
if (results.size() > 0) { | |
// The closest collision point is what was truly hit: | |
CollisionResult closest = results.getClosestCollision(); | |
// Let's interact - we mark the hit with a red dot. | |
mark.setLocalTranslation(closest.getContactPoint()); | |
rootNode.attachChild(mark); | |
} else { | |
// No hits? Then remove the red mark. | |
rootNode.detachChild(mark); | |
} | |
} | |
} | |
}; | |
/** A cube object for target practice */ | |
protected Geometry makeCube(String name, float x, float y, float z) { | |
Box box = new Box(new Vector3f(x, y, z), 1, 1, 1); | |
Geometry cube = new Geometry(name, box); | |
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
mat1.setColor("Color", ColorRGBA.randomColor()); | |
cube.setMaterial(mat1); | |
return cube; | |
} | |
/** A floor to show that the "shot" can go through several objects. */ | |
protected Geometry makeFloor() { | |
Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15); | |
Geometry floor = new Geometry("the Floor", box); | |
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
mat1.setColor("Color", ColorRGBA.Gray); | |
floor.setMaterial(mat1); | |
return floor; | |
} | |
/** A red ball that marks the last spot that was "hit" by the "shot". */ | |
protected void initMark() { | |
Sphere sphere = new Sphere(30, 30, 0.2f); | |
mark = new Geometry("BOOM!", sphere); | |
Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | |
mark_mat.setColor("Color", ColorRGBA.Red); | |
mark.setMaterial(mark_mat); | |
} | |
/** A centred plus sign to help the player aim. */ | |
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("+"); // crosshairs | |
ch.setLocalTranslation( // center | |
settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2, | |
settings.getHeight() / 2 + ch.getLineHeight() / 2, 0); | |
guiNode.attachChild(ch); | |
} | |
protected Spatial makeCharacter() { | |
// load a character from jme3test-test-data | |
Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml"); | |
golem.scale(0.5f); | |
golem.setLocalTranslation(-1.0f, -1.5f, -0.6f); | |
// We must add a light to make the model visible | |
DirectionalLight sun = new DirectionalLight(); | |
sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f)); | |
golem.addLight(sun); | |
return golem; | |
} | |
} |