TODO: damping of local x/z plane physics forces git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10363 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.bullet.control; |
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|
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import com.jme3.bullet.PhysicsSpace; |
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import com.jme3.bullet.PhysicsTickListener; |
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import com.jme3.bullet.collision.PhysicsRayTestResult; |
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import com.jme3.bullet.collision.shapes.CapsuleCollisionShape; |
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import com.jme3.bullet.collision.shapes.CollisionShape; |
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import com.jme3.bullet.collision.shapes.CompoundCollisionShape; |
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import com.jme3.bullet.debug.DebugTools; |
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import com.jme3.bullet.objects.PhysicsRigidBody; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.JmeExporter; |
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import com.jme3.export.JmeImporter; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Quaternion; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.ViewPort; |
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import com.jme3.scene.Spatial; |
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import com.jme3.scene.control.Control; |
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import com.jme3.util.TempVars; |
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import java.io.IOException; |
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import java.util.List; |
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import java.util.logging.Level; |
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import java.util.logging.Logger; |
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|
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/** |
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* This is intended to be a replacement for the internal bullet character class. |
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* A RigidBody with cylinder collision shape is used and its velocity is set |
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* continuously, a ray test is used to check if the character is on the ground. |
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* |
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* The character keeps his own local coordinate system which adapts based on the |
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* gravity working on the character so the character will always stand upright. |
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* |
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* Forces in the local x/z plane are dampened while those in the local y |
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* direction are applied fully (e.g. jumping, falling). |
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* |
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* @author normenhansen |
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*/ |
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public class BetterCharacterControl extends AbstractPhysicsControl implements PhysicsTickListener { |
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|
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protected static final Logger logger = Logger.getLogger(BetterCharacterControl.class.getName()); |
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protected PhysicsRigidBody rigidBody; |
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protected float radius; |
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protected float height; |
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protected float mass; |
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protected float duckedFactor = 0.6f; |
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/** |
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* Local up direction, derived from gravity. |
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*/ |
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protected final Vector3f localUp = new Vector3f(0, 1, 0); |
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/** |
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* Local absolute z-forward direction, derived from gravity and UNIT_Z, |
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* updated continuously when gravity changes. |
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*/ |
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protected final Vector3f localForward = new Vector3f(0, 0, 1); |
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/** |
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* Local z-forward quaternion for the "local absolute" z-forward direction. |
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*/ |
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protected final Quaternion localForwardRotation = new Quaternion(Quaternion.DIRECTION_Z); |
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/** |
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* Is a z-forward vector based on the view direction and the current local |
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* x/z plane. |
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*/ |
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protected final Vector3f viewDirection = new Vector3f(0, 0, 1); |
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/** |
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* Stores final spatial location, corresponds to RigidBody location. |
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*/ |
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protected final Vector3f location = new Vector3f(); |
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/** |
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* Stores final spatial rotation, is a z-forward rotation based on the view |
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* direction and the current local x/z plane. See also rotatedViewDirection. |
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*/ |
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protected final Quaternion rotation = new Quaternion(Quaternion.DIRECTION_Z); |
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protected final Vector3f rotatedViewDirection = new Vector3f(0, 0, 1); |
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protected final Vector3f walkDirection = new Vector3f(); |
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protected final Vector3f jumpForce; |
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protected final Vector3f physicsDampening = new Vector3f(0.3f, 0, 0.3f); |
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protected final Vector3f scale = new Vector3f(1, 1, 1); |
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protected final Vector3f velocity = new Vector3f(); |
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protected boolean jump = false; |
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protected boolean onGround = false; |
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protected boolean ducked = false; |
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protected boolean wantToUnDuck = false; |
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|
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/** |
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* Only used for serialization, do not use this constructor. |
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*/ |
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public BetterCharacterControl() { |
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jumpForce = new Vector3f(); |
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} |
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|
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/** |
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* Creates a new character with the given properties. Note that to avoid |
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* issues the final height when ducking should be larger than 2x radius. The |
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* jumpForce will be set to an upwards force of 5x mass. |
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* |
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* @param radius |
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* @param height |
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* @param mass |
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*/ |
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public BetterCharacterControl(float radius, float height, float mass) { |
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this.radius = radius; |
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this.height = height; |
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this.mass = mass; |
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rigidBody = new PhysicsRigidBody(getShape(), mass); |
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jumpForce = new Vector3f(0, mass * 5, 0); |
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rigidBody.setAngularFactor(0); |
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} |
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|
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@Override |
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public void update(float tpf) { |
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super.update(tpf); |
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rigidBody.getPhysicsLocation(location); |
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//rotation has been set through viewDirection
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applyPhysicsTransform(location, rotation); |
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debugTools.setPinkArrow(location, localForward); |
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} |
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private DebugTools debugTools = null; |
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|
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public void setDebugTools(DebugTools debugTools) { |
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this.debugTools = debugTools; |
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} |
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|
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@Override |
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public void render(RenderManager rm, ViewPort vp) { |
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super.render(rm, vp); |
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debugTools.show(rm, vp); |
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} |
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|
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/** |
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* Used internally, don't call manually |
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* |
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* @param space |
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* @param tpf |
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*/ |
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public void prePhysicsTick(PhysicsSpace space, float tpf) { |
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checkOnGround(); |
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if (wantToUnDuck && checkCanUnDuck()) { |
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setHeightPercent(1); |
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wantToUnDuck = false; |
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ducked = false; |
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} |
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|
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//TODO: this damping (physicsInfluence) is not framerate decoupled
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// Vector3f physicsPlane = localForwardRotation.mult(physicsDampening);
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// Vector3f counter = velocity.mult(physicsPlane).negateLocal().multLocal(tpf * 100.0f);
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// velocity.addLocal(counter);
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// debugTools.setGreenArrow(location, counter);
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debugTools.setBlueArrow(location, walkDirection); |
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float designatedVelocity = walkDirection.length(); |
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if (designatedVelocity > 0) { |
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TempVars vars = TempVars.get(); |
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Vector3f localWalkDirection = vars.vect1; |
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//normalize walkdirection
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localWalkDirection.set(walkDirection).normalizeLocal(); |
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//check for the existing velocity in the desired direction
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float existingVelocity = velocity.dot(localWalkDirection); |
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//calculate the final velocity in the desired direction
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float finalVelocity = designatedVelocity - existingVelocity; |
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localWalkDirection.multLocal(finalVelocity); |
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//add resulting vector to existing velocity
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debugTools.setYellowArrow(location, localWalkDirection); |
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velocity.addLocal(localWalkDirection); |
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vars.release(); |
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} else { |
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debugTools.setYellowArrow(location, Vector3f.ZERO); |
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} |
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rigidBody.setLinearVelocity(velocity); |
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if (jump) { |
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//TODO: precalculate jump force
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TempVars vars = TempVars.get(); |
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Vector3f rotatedJumpForce = vars.vect1; |
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rotatedJumpForce.set(jumpForce); |
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rigidBody.applyImpulse(localForwardRotation.multLocal(rotatedJumpForce), Vector3f.ZERO); |
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jump = false; |
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vars.release(); |
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} |
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} |
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|
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/** |
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* Used internally, don't call manually |
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* |
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* @param space |
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* @param tpf |
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*/ |
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public void physicsTick(PhysicsSpace space, float tpf) { |
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rigidBody.getLinearVelocity(velocity); |
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debugTools.setRedArrow(location, velocity); |
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} |
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|
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/** |
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* Move the character somewhere. Note the character also takes the location |
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* of any spatial its being attached to in the moment it is attached. |
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* |
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* @param vec The new character location. |
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*/ |
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public void warp(Vector3f vec) { |
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setPhysicsLocation(vec); |
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} |
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|
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/** |
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* Makes the character jump with the set jump force. |
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*/ |
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public void jump() { |
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//TODO: debounce over some frames
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if (!onGround) { |
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return; |
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} |
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jump = true; |
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} |
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|
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/** |
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* Set the jump force as a Vector3f. The jump force is local to the |
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* characters coordinate system, which normally is always z-forward (in |
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* world coordinates, parent coordinates when set to applyLocalPhysics) |
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* |
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* @param jumpForce The new jump force |
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*/ |
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public void setJumpForce(Vector3f jumpForce) { |
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this.jumpForce.set(jumpForce); |
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} |
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|
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/** |
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* Gets the current jump force. The default is 5 * character mass in y |
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* direction. |
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* |
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* @return |
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*/ |
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public Vector3f getJumpForce() { |
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return jumpForce; |
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} |
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|
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/** |
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* Check if the character is on the ground. This is determined by a ray test |
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* in the center of the character and might return false even if the |
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* character is not falling yet. |
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* |
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* @return |
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*/ |
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public boolean isOnGround() { |
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return onGround; |
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} |
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|
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/** |
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* Toggle character ducking. When ducked the characters capsule collision |
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* shape height will be multiplied by duckedFactor to make the capsule |
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* smaller. When unducking, the character will check with a ray test if it |
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* can in fact unduck and only do so when its possible. You can check the |
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* state of the unducking by checking isDucked(). |
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* |
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* @param enabled |
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*/ |
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public void setDucked(boolean enabled) { |
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if (enabled) { |
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setHeightPercent(duckedFactor); |
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ducked = true; |
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wantToUnDuck = false; |
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} else { |
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if (checkCanUnDuck()) { |
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setHeightPercent(1); |
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ducked = false; |
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} else { |
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wantToUnDuck = true; |
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} |
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} |
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} |
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|
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/** |
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* Check if the character is ducking, either due to user input or due to |
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* unducking being impossible at the moment (obstacle above). |
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* |
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* @return |
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*/ |
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public boolean isDucked() { |
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return ducked; |
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} |
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|
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/** |
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* Sets the height multiplication factor for ducking. |
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* |
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* @param factor The factor by which the height should be multiplied when |
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* ducking |
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*/ |
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public void setDuckedFactor(float factor) { |
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duckedFactor = factor; |
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} |
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|
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/** |
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* Gets the height multiplication factor for ducking. |
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* |
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* @return |
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*/ |
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public float getDuckedFactor() { |
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return duckedFactor; |
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} |
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/** |
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* Sets the walk direction of the character. This parameter is framerate |
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* independent and the character will move continuously in the direction |
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* given by the vector with the speed given by the vector length in m/s. |
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* |
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* @param vec The movement direction and speed in m/s |
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*/ |
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public void setWalkDirection(Vector3f vec) { |
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walkDirection.set(vec); |
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} |
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|
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/** |
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* Gets the current walk direction and speed of the character. The length of |
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* the vector defines the speed. |
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* |
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* @return |
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*/ |
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public Vector3f getWalkDirection() { |
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return walkDirection; |
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} |
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/** |
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* Sets the view direction for the character. Note this only defines the |
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* rotation of the spatial in the local x/z plane of the character. |
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* |
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* @param vec |
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*/ |
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public void setViewDirection(Vector3f vec) { |
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viewDirection.set(vec); |
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updateLocalViewDirection(); |
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} |
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|
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/** |
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* Gets the current view direction, note this doesn't need to correspond |
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* with the spatials forward direction. |
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* |
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* @return |
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*/ |
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public Vector3f getViewDirection() { |
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return viewDirection; |
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} |
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/** |
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* Realign the local forward vector to given direction vector, if null is |
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* supplied Vector3f.UNIT_Z is used. Input vector has to be perpendicular to |
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* current gravity vector. This normally only needs to be called when the |
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* gravity direction changed continuously and the local forward vector is |
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* off due to drift. E.g. after walking around on a sphere "planet" for a |
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* while and then going back to a y-up coordinate system the local z-forward |
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* might not be 100% alinged with Z axis. |
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* |
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* @param vec The new forward vector, has to be perpendicular to the current |
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* gravity vector! |
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*/ |
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public void resetForward(Vector3f vec) { |
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localForward.set(vec); |
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updateLocalCoordinateSystem(); |
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} |
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/** |
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* Get the current linear velocity along the three axes of the character. |
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* This is prepresented in world coordinates, parent coordinates when the |
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* control is set to applyLocalPhysics. |
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* |
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* @return The current linear velocity of the character |
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*/ |
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public Vector3f getVelocity() { |
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return velocity; |
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} |
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/** |
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* Set the gravity for this character. Note that this also realigns the |
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* local coordinate system of the character so that continuous changes in |
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* gravity direction are possible while maintaining a sensible control over |
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* the character. |
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* |
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* @param gravity |
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*/ |
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public void setGravity(Vector3f gravity) { |
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rigidBody.setGravity(gravity); |
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localUp.set(gravity).normalizeLocal().negateLocal(); |
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updateLocalCoordinateSystem(); |
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} |
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/** |
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* Get the current gravity of the character. |
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* |
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* @return |
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*/ |
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public Vector3f getGravity() { |
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return rigidBody.getGravity(); |
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} |
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/** |
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* Get the current gravity of the character. |
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* |
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* @param store The vector to store the result in |
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* @return |
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*/ |
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public Vector3f getGravity(Vector3f store) { |
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return rigidBody.getGravity(store); |
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} |
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/** |
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* This actually sets a new collision shape to the character to change the |
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* height of the capsule. |
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* |
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* @param percent |
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*/ |
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protected void setHeightPercent(float percent) { |
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scale.setY(percent); |
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rigidBody.setCollisionShape(getShape()); |
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} |
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/** |
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* This checks if the character is on the ground by doing a ray test. |
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*/ |
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protected void checkOnGround() { |
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TempVars vars = TempVars.get(); |
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Vector3f location = vars.vect1; |
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Vector3f rayVector = vars.vect2; |
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float height = getFinalHeight(); |
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location.set(localUp).multLocal(height).addLocal(this.location); |
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rayVector.set(localUp).multLocal(-height - FastMath.ZERO_TOLERANCE).addLocal(location); |
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debugTools.setMagentaArrow(location, rayVector.subtract(location)); |
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List<PhysicsRayTestResult> results = space.rayTest(location, rayVector); |
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vars.release(); |
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for (PhysicsRayTestResult physicsRayTestResult : results) { |
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if (!physicsRayTestResult.getCollisionObject().equals(rigidBody)) { |
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onGround = true; |
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return; |
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} |
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} |
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onGround = false; |
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} |
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|
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/** |
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* This checks if the character can go from ducked to unducked state by |
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* doing a ray test. |
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*/ |
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protected boolean checkCanUnDuck() { |
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TempVars vars = TempVars.get(); |
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Vector3f location = vars.vect1; |
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Vector3f rayVector = vars.vect2; |
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location.set(localUp).multLocal(FastMath.ZERO_TOLERANCE).addLocal(this.location); |
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rayVector.set(localUp).multLocal(height + FastMath.ZERO_TOLERANCE).addLocal(location); |
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debugTools.setMagentaArrow(location, rayVector.subtract(location)); |
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List<PhysicsRayTestResult> results = space.rayTest(location, rayVector); |
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vars.release(); |
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for (PhysicsRayTestResult physicsRayTestResult : results) { |
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if (!physicsRayTestResult.getCollisionObject().equals(rigidBody)) { |
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return false; |
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} |
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} |
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debugTools.setMagentaArrow(location, Vector3f.ZERO); |
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return true; |
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} |
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|
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/** |
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* Gets a new collision shape based on the current scale parameter. The |
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* created collisionshape is a capsule collision shape that is attached to a |
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* compound collision shape with an offset to set the object center at the |
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* bottom of the capsule. |
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* |
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* @return |
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*/ |
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protected CollisionShape getShape() { |
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//TODO: cleanup size mess..
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CapsuleCollisionShape capsuleCollisionShape = new CapsuleCollisionShape(getFinalRadius(), (getFinalHeight() - (2 * getFinalRadius()))); |
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CompoundCollisionShape compoundCollisionShape = new CompoundCollisionShape(); |
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Vector3f addLocation = new Vector3f(0, (getFinalHeight() / 2.0f), 0); |
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compoundCollisionShape.addChildShape(capsuleCollisionShape, addLocation); |
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return compoundCollisionShape; |
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} |
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|
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/** |
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* Gets the scaled height. |
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* |
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* @return |
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*/ |
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protected float getFinalHeight() { |
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return height * scale.getY(); |
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} |
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|
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/** |
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* Gets the scaled radius. |
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* |
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* @return |
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*/ |
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protected float getFinalRadius() { |
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return radius * scale.getZ(); |
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} |
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|
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/** |
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* Updates the local coordinate system from the localForward and localUp |
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* vectors, adapts localForward, sets localForwardRotation quaternion to |
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* local z-forward rotation. |
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*/ |
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protected void updateLocalCoordinateSystem() { |
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//gravity vector has possibly changed, calculate new world forward (UNIT_Z)
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calculateNewForward(localForwardRotation, localForward, localUp); |
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rigidBody.setPhysicsRotation(localForwardRotation); |
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updateLocalViewDirection(); |
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} |
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|
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/** |
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* Updates the local x/z-flattened view direction and the corresponding |
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* rotation quaternion for the spatial. |
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*/ |
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protected void updateLocalViewDirection() { |
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//update local rotation quaternion to use for view rotation
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localForwardRotation.multLocal(rotatedViewDirection.set(viewDirection)); |
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calculateNewForward(rotation, rotatedViewDirection, localUp); |
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} |
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|
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/** |
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* This method works similar to Camera.lookAt but where lookAt sets the |
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* priority on the direction, this method sets the priority on the up vector |
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* so that the result direction vector and rotation is guaranteed to be |
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* perpendicular to the up vector. |
||||
* |
||||
* @param rotation The rotation to set the result on or null to create a new |
||||
* Quaternion, this will be set to the new "z-forward" rotation if not null |
||||
* @param direction The direction to base the new look direction on, will be |
||||
* set to the new direction |
||||
* @param worldUpVector The up vector to use, the result direction will be |
||||
* perpendicular to this |
||||
* @return |
||||
*/ |
||||
protected final void calculateNewForward(Quaternion rotation, Vector3f direction, Vector3f worldUpVector) { |
||||
if (direction == null) { |
||||
return; |
||||
} |
||||
TempVars vars = TempVars.get(); |
||||
Vector3f newLeft = vars.vect1; |
||||
Vector3f newLeftNegate = vars.vect2; |
||||
|
||||
newLeft.set(worldUpVector).crossLocal(direction).normalizeLocal(); |
||||
if (newLeft.equals(Vector3f.ZERO)) { |
||||
if (direction.x != 0) { |
||||
newLeft.set(direction.y, -direction.x, 0f).normalizeLocal(); |
||||
} else { |
||||
newLeft.set(0f, direction.z, -direction.y).normalizeLocal(); |
||||
} |
||||
logger.log(Level.INFO, "Zero left for direction {0}, up {1}", new Object[]{direction, worldUpVector}); |
||||
} |
||||
newLeftNegate.set(newLeft).negateLocal(); |
||||
direction.set(worldUpVector).crossLocal(newLeftNegate).normalizeLocal(); |
||||
if (direction.equals(Vector3f.ZERO)) { |
||||
direction.set(Vector3f.UNIT_Z); |
||||
logger.log(Level.INFO, "Zero left for left {0}, up {1}", new Object[]{newLeft, worldUpVector}); |
||||
} |
||||
if (rotation != null) { |
||||
rotation.fromAxes(newLeft, worldUpVector, direction); |
||||
} |
||||
vars.release(); |
||||
} |
||||
|
||||
/** |
||||
* This is implemented from AbstractPhysicsControl and called when the |
||||
* spatial is attached for example. |
||||
* |
||||
* @param vec |
||||
*/ |
||||
@Override |
||||
protected void setPhysicsLocation(Vector3f vec) { |
||||
rigidBody.setPhysicsLocation(vec); |
||||
location.set(vec); |
||||
} |
||||
|
||||
/** |
||||
* We set the current spatial as UserObject so the user can find his |
||||
* spatial. |
||||
* |
||||
* @param spatial |
||||
*/ |
||||
@Override |
||||
public void setSpatial(Spatial spatial) { |
||||
super.setSpatial(spatial); |
||||
rigidBody.setUserObject(spatial); |
||||
} |
||||
|
||||
/** |
||||
* This is implemented from AbstractPhysicsControl and called when the |
||||
* spatial is attached for example. We don't set the actual physics rotation |
||||
* but the view rotation here. It might actually be altered by the |
||||
* calculateNewForward method. |
||||
* |
||||
* @param quat |
||||
*/ |
||||
@Override |
||||
protected void setPhysicsRotation(Quaternion quat) { |
||||
rotation.set(quat); |
||||
rotation.multLocal(rotatedViewDirection.set(viewDirection)); |
||||
updateLocalViewDirection(); |
||||
} |
||||
|
||||
/** |
||||
* This is implemented from AbstractPhysicsControl and called when the |
||||
* control is supposed to add all objects to the physics space. |
||||
* |
||||
* @param space |
||||
*/ |
||||
@Override |
||||
protected void addPhysics(PhysicsSpace space) { |
||||
space.getGravity(localUp).normalizeLocal().negateLocal(); |
||||
updateLocalCoordinateSystem(); |
||||
|
||||
space.addCollisionObject(rigidBody); |
||||
space.addTickListener(this); |
||||
} |
||||
|
||||
/** |
||||
* This is implemented from AbstractPhysicsControl and called when the |
||||
* control is supposed to remove all objects from the physics space. |
||||
* |
||||
* @param space |
||||
*/ |
||||
@Override |
||||
protected void removePhysics(PhysicsSpace space) { |
||||
space.removeCollisionObject(rigidBody); |
||||
space.removeTickListener(this); |
||||
} |
||||
|
||||
public Control cloneForSpatial(Spatial spatial) { |
||||
BetterCharacterControl control = new BetterCharacterControl(radius, height, mass); |
||||
control.setJumpForce(jumpForce); |
||||
control.setSpatial(spatial); |
||||
return control; |
||||
} |
||||
|
||||
@Override |
||||
public void write(JmeExporter ex) throws IOException { |
||||
super.write(ex); |
||||
OutputCapsule oc = ex.getCapsule(this); |
||||
oc.write(radius, "radius", 1); |
||||
oc.write(height, "height", 1); |
||||
oc.write(mass, "mass", 1); |
||||
oc.write(jumpForce, "jumpForce", new Vector3f(0, mass * 5, 0)); |
||||
} |
||||
|
||||
@Override |
||||
public void read(JmeImporter im) throws IOException { |
||||
super.read(im); |
||||
InputCapsule in = im.getCapsule(this); |
||||
this.radius = in.readFloat("radius", 1); |
||||
this.height = in.readFloat("height", 2); |
||||
this.mass = in.readFloat("mass", 80); |
||||
this.jumpForce.set((Vector3f) in.readSavable("jumpForce", new Vector3f(0, mass * 5, 0))); |
||||
rigidBody = new PhysicsRigidBody(getShape(), mass); |
||||
jumpForce.set(new Vector3f(0, mass * 5, 0)); |
||||
rigidBody.setAngularFactor(0); |
||||
} |
||||
} |
@ -0,0 +1,287 @@ |
||||
/* |
||||
* Copyright (c) 2009-2012 jMonkeyEngine All rights reserved. <p/> |
||||
* 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. <p/> * 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. <p/> * 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. <p/> 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.bullet.BulletAppState; |
||||
import com.jme3.bullet.PhysicsSpace; |
||||
import com.jme3.bullet.collision.shapes.MeshCollisionShape; |
||||
import com.jme3.bullet.control.BetterCharacterControl; |
||||
import com.jme3.bullet.control.RigidBodyControl; |
||||
import com.jme3.bullet.debug.DebugTools; |
||||
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.FastMath; |
||||
import com.jme3.math.Quaternion; |
||||
import com.jme3.math.Vector3f; |
||||
import com.jme3.renderer.RenderManager; |
||||
import com.jme3.scene.CameraNode; |
||||
import com.jme3.scene.Geometry; |
||||
import com.jme3.scene.Node; |
||||
import com.jme3.scene.control.CameraControl.ControlDirection; |
||||
import com.jme3.scene.shape.Sphere; |
||||
import com.jme3.system.AppSettings; |
||||
|
||||
/** |
||||
* A walking physical character followed by a 3rd person camera. (No animation.) |
||||
* |
||||
* @author normenhansen, zathras |
||||
*/ |
||||
public class TestBetterCharacter extends SimpleApplication implements ActionListener { |
||||
|
||||
private BulletAppState bulletAppState; |
||||
private BetterCharacterControl physicsCharacter; |
||||
private Node characterNode; |
||||
private CameraNode camNode; |
||||
boolean rotate = false; |
||||
private Vector3f walkDirection = new Vector3f(0, 0, 0); |
||||
private Vector3f viewDirection = new Vector3f(0, 0, 1); |
||||
boolean leftStrafe = false, rightStrafe = false, forward = false, backward = false, |
||||
leftRotate = false, rightRotate = false; |
||||
private Vector3f normalGravity = new Vector3f(0, -9.81f, 0); |
||||
private Geometry planet; |
||||
|
||||
public static void main(String[] args) { |
||||
TestBetterCharacter app = new TestBetterCharacter(); |
||||
AppSettings settings = new AppSettings(true); |
||||
settings.setRenderer(AppSettings.LWJGL_OPENGL2); |
||||
settings.setAudioRenderer(AppSettings.LWJGL_OPENAL); |
||||
app.setSettings(settings); |
||||
app.start(); |
||||
} |
||||
|
||||
@Override |
||||
public void simpleInitApp() { |
||||
//setup keyboard mapping
|
||||
setupKeys(); |
||||
|
||||
// activate physics
|
||||
bulletAppState = new BulletAppState(); |
||||
stateManager.attach(bulletAppState); |
||||
bulletAppState.setDebugEnabled(true); |
||||
|
||||
// init a physics test scene
|
||||
PhysicsTestHelper.createPhysicsTestWorldSoccer(rootNode, assetManager, bulletAppState.getPhysicsSpace()); |
||||
PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace()); |
||||
setupPlanet(); |
||||
|
||||
// Create a node for the character model
|
||||
characterNode = new Node("character node"); |
||||
characterNode.setLocalTranslation(new Vector3f(4, 5, 2)); |
||||
|
||||
// Add a character control to the node so we can add other things and
|
||||
// control the model rotation
|
||||
physicsCharacter = new BetterCharacterControl(0.3f, 2.5f, 8f); |
||||
physicsCharacter.setDebugTools(new DebugTools(assetManager)); |
||||
characterNode.addControl(physicsCharacter); |
||||
getPhysicsSpace().add(physicsCharacter); |
||||
|
||||
// Load model, attach to character node
|
||||
Node model = (Node) assetManager.loadModel("Models/Jaime/Jaime.j3o"); |
||||
model.setLocalScale(1.50f); |
||||
characterNode.attachChild(model); |
||||
|
||||
// Add character node to the rootNode
|
||||
rootNode.attachChild(characterNode); |
||||
|
||||
// Set forward camera node that follows the character, only used when
|
||||
// view is "locked"
|
||||
camNode = new CameraNode("CamNode", cam); |
||||
camNode.setControlDir(ControlDirection.SpatialToCamera); |
||||
camNode.setLocalTranslation(new Vector3f(0, 2, -6)); |
||||
Quaternion quat = new Quaternion(); |
||||
// These coordinates are local, the camNode is attached to the character node!
|
||||
quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y); |
||||
camNode.setLocalRotation(quat); |
||||
characterNode.attachChild(camNode); |
||||
// Disable by default, can be enabled via keyboard shortcut
|
||||
camNode.setEnabled(false); |
||||
} |
||||
|
||||
@Override |
||||
public void simpleUpdate(float tpf) { |
||||
// Apply planet gravity to character if close enough (see below)
|
||||
checkPlanetGravity(); |
||||
|
||||
// Get current forward and left vectors of model by using its rotation
|
||||
// to rotate the unit vectors
|
||||
Vector3f modelForwardDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_Z); |
||||
Vector3f modelLeftDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_X); |
||||
|
||||
// WalkDirection is global!
|
||||
// You *can* make your character fly with this.
|
||||
walkDirection.set(0, 0, 0); |
||||
if (leftStrafe) { |
||||
walkDirection.addLocal(modelLeftDir.mult(3)); |
||||
} else if (rightStrafe) { |
||||
walkDirection.addLocal(modelLeftDir.negate().multLocal(3)); |
||||
} |
||||
if (forward) { |
||||
walkDirection.addLocal(modelForwardDir.mult(3)); |
||||
} else if (backward) { |
||||
walkDirection.addLocal(modelForwardDir.negate().multLocal(3)); |
||||
} |
||||
physicsCharacter.setWalkDirection(walkDirection); |
||||
|
||||
// ViewDirection is local to characters physics system!
|
||||
// The final world rotation depends on the gravity and on the state of
|
||||
// setApplyPhysicsLocal()
|
||||
if (leftRotate) { |
||||
Quaternion rotateL = new Quaternion().fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y); |
||||
rotateL.multLocal(viewDirection); |
||||
} else if (rightRotate) { |
||||
Quaternion rotateR = new Quaternion().fromAngleAxis(-FastMath.PI * tpf, Vector3f.UNIT_Y); |
||||
rotateR.multLocal(viewDirection); |
||||
} |
||||
physicsCharacter.setViewDirection(viewDirection); |
||||
fpsText.setText("Touch da ground = " + physicsCharacter.isOnGround()); |
||||
if (!lockView) { |
||||
cam.lookAt(characterNode.getWorldTranslation().add(new Vector3f(0, 2, 0)), Vector3f.UNIT_Y); |
||||
} |
||||
} |
||||
|
||||
private void setupPlanet() { |
||||
Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
||||
material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg")); |
||||
//immovable sphere with mesh collision shape
|
||||
Sphere sphere = new Sphere(64, 64, 20); |
||||
planet = new Geometry("Sphere", sphere); |
||||
planet.setMaterial(material); |
||||
planet.setLocalTranslation(30, -15, 30); |
||||
planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0)); |
||||
rootNode.attachChild(planet); |
||||
getPhysicsSpace().add(planet); |
||||
} |
||||
|
||||
private void checkPlanetGravity() { |
||||
Vector3f planetDist = planet.getWorldTranslation().subtract(characterNode.getWorldTranslation()); |
||||
if (planetDist.length() < 24) { |
||||
physicsCharacter.setGravity(planetDist.normalizeLocal().multLocal(9.81f)); |
||||
} else { |
||||
physicsCharacter.setGravity(normalGravity); |
||||
} |
||||
} |
||||
|
||||
private PhysicsSpace getPhysicsSpace() { |
||||
return bulletAppState.getPhysicsSpace(); |
||||
} |
||||
|
||||
public void onAction(String binding, boolean value, float tpf) { |
||||
if (binding.equals("Strafe Left")) { |
||||
if (value) { |
||||
leftStrafe = true; |
||||
} else { |
||||
leftStrafe = false; |
||||
} |
||||
} else if (binding.equals("Strafe Right")) { |
||||
if (value) { |
||||
rightStrafe = true; |
||||
} else { |
||||
rightStrafe = false; |
||||
} |
||||
} else if (binding.equals("Rotate Left")) { |
||||
if (value) { |
||||
leftRotate = true; |
||||
} else { |
||||
leftRotate = false; |
||||
} |
||||
} else if (binding.equals("Rotate Right")) { |
||||
if (value) { |
||||
rightRotate = true; |
||||
} else { |
||||
rightRotate = false; |
||||
} |
||||
} else if (binding.equals("Walk Forward")) { |
||||
if (value) { |
||||
forward = true; |
||||
} else { |
||||
forward = false; |
||||
} |
||||
} else if (binding.equals("Walk Backward")) { |
||||
if (value) { |
||||
backward = true; |
||||
} else { |
||||
backward = false; |
||||
} |
||||
} else if (binding.equals("Jump")) { |
||||
physicsCharacter.jump(); |
||||
} else if (binding.equals("Duck")) { |
||||
if (value) { |
||||
physicsCharacter.setDucked(true); |
||||
} else { |
||||
physicsCharacter.setDucked(false); |
||||
} |
||||
} else if (binding.equals("Lock View")) { |
||||
if (value && lockView) { |
||||
lockView = false; |
||||
} else if (value && !lockView) { |
||||
lockView = true; |
||||
} |
||||
flyCam.setEnabled(!lockView); |
||||
camNode.setEnabled(lockView); |
||||
} |
||||
} |
||||
private boolean lockView = false; |
||||
|
||||
private void setupKeys() { |
||||
inputManager.addMapping("Strafe Left", |
||||
new KeyTrigger(KeyInput.KEY_U), |
||||
new KeyTrigger(KeyInput.KEY_Z)); |
||||
inputManager.addMapping("Strafe Right", |
||||
new KeyTrigger(KeyInput.KEY_O), |
||||
new KeyTrigger(KeyInput.KEY_X)); |
||||
inputManager.addMapping("Rotate Left", |
||||
new KeyTrigger(KeyInput.KEY_J), |
||||
new KeyTrigger(KeyInput.KEY_LEFT)); |
||||
inputManager.addMapping("Rotate Right", |
||||
new KeyTrigger(KeyInput.KEY_L), |
||||
new KeyTrigger(KeyInput.KEY_RIGHT)); |
||||
inputManager.addMapping("Walk Forward", |
||||
new KeyTrigger(KeyInput.KEY_I), |
||||
new KeyTrigger(KeyInput.KEY_UP)); |
||||
inputManager.addMapping("Walk Backward", |
||||
new KeyTrigger(KeyInput.KEY_K), |
||||
new KeyTrigger(KeyInput.KEY_DOWN)); |
||||
inputManager.addMapping("Jump", |
||||
new KeyTrigger(KeyInput.KEY_F), |
||||
new KeyTrigger(KeyInput.KEY_SPACE)); |
||||
inputManager.addMapping("Duck", |
||||
new KeyTrigger(KeyInput.KEY_G), |
||||
new KeyTrigger(KeyInput.KEY_LSHIFT), |
||||
new KeyTrigger(KeyInput.KEY_RSHIFT)); |
||||
inputManager.addMapping("Lock View", |
||||
new KeyTrigger(KeyInput.KEY_RETURN)); |
||||
inputManager.addListener(this, "Strafe Left", "Strafe Right"); |
||||
inputManager.addListener(this, "Rotate Left", "Rotate Right"); |
||||
inputManager.addListener(this, "Walk Forward", "Walk Backward"); |
||||
inputManager.addListener(this, "Jump", "Duck", "Lock View"); |
||||
} |
||||
|
||||
@Override |
||||
public void simpleRender(RenderManager rm) { |
||||
} |
||||
} |
Loading…
Reference in new issue