Updated jme3test.helloworld: Used best practices, simplified, removed deprecations, added javadoc, added TerrainCollision.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8301 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* Copyright (c) 2009-2010 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 jme3test.helloworld; |
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import com.jme3.app.SimpleApplication; |
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import com.jme3.bullet.BulletAppState; |
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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.control.CharacterControl; |
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import com.jme3.bullet.control.RigidBodyControl; |
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import com.jme3.bullet.util.CollisionShapeFactory; |
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import com.jme3.input.KeyInput; |
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import com.jme3.input.controls.ActionListener; |
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import com.jme3.input.controls.KeyTrigger; |
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import com.jme3.material.Material; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.Camera; |
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import com.jme3.scene.Node; |
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import com.jme3.terrain.geomipmap.TerrainLodControl; |
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import com.jme3.terrain.heightmap.AbstractHeightMap; |
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import com.jme3.terrain.geomipmap.TerrainQuad; |
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import com.jme3.terrain.heightmap.ImageBasedHeightMap; |
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import com.jme3.texture.Texture; |
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import com.jme3.texture.Texture.WrapMode; |
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import java.util.ArrayList; |
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import java.util.List; |
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import jme3tools.converters.ImageToAwt; |
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/** |
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* This demo shows a terrain with collision detection, |
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* that you can walk around in with a first-person perspective. |
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* This code combines HelloCollision and HelloTerrain. |
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*/ |
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public class HelloTerrainCollision extends SimpleApplication |
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implements ActionListener { |
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private BulletAppState bulletAppState; |
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private RigidBodyControl landscape; |
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private CharacterControl player; |
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private Vector3f walkDirection = new Vector3f(); |
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private boolean left = false, right = false, up = false, down = false; |
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private TerrainQuad terrain; |
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private Material mat_terrain; |
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public static void main(String[] args) { |
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HelloTerrainCollision app = new HelloTerrainCollision(); |
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app.start(); |
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} |
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@Override |
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public void simpleInitApp() { |
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/** Set up Physics */ |
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bulletAppState = new BulletAppState(); |
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stateManager.attach(bulletAppState); |
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//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
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flyCam.setMoveSpeed(100); |
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setUpKeys(); |
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/** 1. Create terrain material and load four textures into it. */ |
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mat_terrain = new Material(assetManager, |
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"Common/MatDefs/Terrain/Terrain.j3md"); |
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/** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */ |
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mat_terrain.setTexture("Alpha", assetManager.loadTexture( |
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"Textures/Terrain/splat/alphamap.png")); |
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/** 1.2) Add GRASS texture into the red layer (Tex1). */ |
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Texture grass = assetManager.loadTexture( |
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"Textures/Terrain/splat/grass.jpg"); |
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grass.setWrap(WrapMode.Repeat); |
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mat_terrain.setTexture("Tex1", grass); |
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mat_terrain.setFloat("Tex1Scale", 64f); |
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/** 1.3) Add DIRT texture into the green layer (Tex2) */ |
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Texture dirt = assetManager.loadTexture( |
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"Textures/Terrain/splat/dirt.jpg"); |
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dirt.setWrap(WrapMode.Repeat); |
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mat_terrain.setTexture("Tex2", dirt); |
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mat_terrain.setFloat("Tex2Scale", 32f); |
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/** 1.4) Add ROAD texture into the blue layer (Tex3) */ |
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Texture rock = assetManager.loadTexture( |
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"Textures/Terrain/splat/road.jpg"); |
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rock.setWrap(WrapMode.Repeat); |
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mat_terrain.setTexture("Tex3", rock); |
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mat_terrain.setFloat("Tex3Scale", 128f); |
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/** 2. Create the height map */ |
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AbstractHeightMap heightmap = null; |
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Texture heightMapImage = assetManager.loadTexture( |
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"Textures/Terrain/splat/mountains512.png"); |
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heightmap = new ImageBasedHeightMap( |
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ImageToAwt.convert(heightMapImage.getImage(), false, true, 0)); |
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heightmap.load(); |
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/** 3. We have prepared material and heightmap. |
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* Now we create the actual terrain: |
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* 3.1) Create a TerrainQuad and name it "my terrain". |
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* 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65. |
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* 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513. |
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* 3.4) As LOD step scale we supply Vector3f(1,1,1). |
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* 3.5) We supply the prepared heightmap itself. |
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*/ |
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terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap()); |
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/** 4. We give the terrain its material, position & scale it, and attach it. */ |
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terrain.setMaterial(mat_terrain); |
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terrain.setLocalTranslation(0, -100, 0); |
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terrain.setLocalScale(2f, 1f, 2f); |
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rootNode.attachChild(terrain); |
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/** 5. The LOD (level of detail) depends on were the camera is: */ |
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List<Camera> cameras = new ArrayList<Camera>(); |
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cameras.add(getCamera()); |
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TerrainLodControl control = new TerrainLodControl(terrain, cameras); |
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terrain.addControl(control); |
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/** 6. Add physics: */ |
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// We set up collision detection for the scene by creating a
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// compound collision shape and a static RigidBodyControl with mass zero.*/
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CollisionShape terrainShape = |
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CollisionShapeFactory.createMeshShape((Node) terrain); |
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landscape = new RigidBodyControl(terrainShape, 0); |
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terrain.addControl(landscape); |
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// We set up collision detection for the player by creating
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// a capsule collision shape and a CharacterControl.
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// The CharacterControl offers extra settings for
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// size, stepheight, jumping, falling, and gravity.
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// We also put the player in its starting position.
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CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1); |
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player = new CharacterControl(capsuleShape, 0.05f); |
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player.setJumpSpeed(20); |
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player.setFallSpeed(30); |
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player.setGravity(30); |
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player.setPhysicsLocation(new Vector3f(0, 10, 0)); |
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// We attach the scene and the player to the rootnode and the physics space,
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// to make them appear in the game world.
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bulletAppState.getPhysicsSpace().add(terrain); |
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bulletAppState.getPhysicsSpace().add(player); |
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} |
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/** We over-write some navigational key mappings here, so we can |
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* add physics-controlled walking and jumping: */ |
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private void setUpKeys() { |
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inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A)); |
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inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D)); |
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inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W)); |
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inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S)); |
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inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE)); |
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inputManager.addListener(this, "Left"); |
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inputManager.addListener(this, "Right"); |
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inputManager.addListener(this, "Up"); |
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inputManager.addListener(this, "Down"); |
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inputManager.addListener(this, "Jump"); |
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} |
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/** These are our custom actions triggered by key presses. |
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* We do not walk yet, we just keep track of the direction the user pressed. */ |
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public void onAction(String binding, boolean value, float tpf) { |
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if (binding.equals("Left")) { |
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if (value) { left = true; } else { left = false; } |
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} else if (binding.equals("Right")) { |
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if (value) { right = true; } else { right = false; } |
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} else if (binding.equals("Up")) { |
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if (value) { up = true; } else { up = false; } |
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} else if (binding.equals("Down")) { |
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if (value) { down = true; } else { down = false; } |
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} else if (binding.equals("Jump")) { |
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player.jump(); |
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} |
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} |
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/** |
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* This is the main event loop--walking happens here. |
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* We check in which direction the player is walking by interpreting |
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* the camera direction forward (camDir) and to the side (camLeft). |
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* The setWalkDirection() command is what lets a physics-controlled player walk. |
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* We also make sure here that the camera moves with player. |
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*/ |
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@Override |
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public void simpleUpdate(float tpf) { |
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Vector3f camDir = cam.getDirection().clone().multLocal(0.6f); |
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Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f); |
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walkDirection.set(0, 0, 0); |
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if (left) { walkDirection.addLocal(camLeft); } |
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if (right) { walkDirection.addLocal(camLeft.negate()); } |
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if (up) { walkDirection.addLocal(camDir); } |
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if (down) { walkDirection.addLocal(camDir.negate()); } |
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player.setWalkDirection(walkDirection); |
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cam.setLocation(player.getPhysicsLocation()); |
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} |
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} |
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