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697 lines
24 KiB
697 lines
24 KiB
/*
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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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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.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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* 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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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 left direction, derived from up and forward.
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*/
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protected final Vector3f localLeft = new Vector3f(1, 0, 0);
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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 float physicsDamping = 0.9f;
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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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* 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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* 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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@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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}
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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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}
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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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TempVars vars = TempVars.get();
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Vector3f currentVelocity = vars.vect2.set(velocity);
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// dampen existing x/z forces
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float existingLeftVelocity = velocity.dot(localLeft);
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float existingForwardVelocity = velocity.dot(localForward);
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Vector3f counter = vars.vect1;
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existingLeftVelocity = existingLeftVelocity * physicsDamping;
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existingForwardVelocity = existingForwardVelocity * physicsDamping;
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counter.set(-existingLeftVelocity, 0, -existingForwardVelocity);
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localForwardRotation.multLocal(counter);
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velocity.addLocal(counter);
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float designatedVelocity = walkDirection.length();
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if (designatedVelocity > 0) {
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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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velocity.addLocal(localWalkDirection);
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}
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if(currentVelocity.distance(velocity) > FastMath.ZERO_TOLERANCE) rigidBody.setLinearVelocity(velocity);
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if (jump) {
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//TODO: precalculate jump force
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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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}
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vars.release();
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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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}
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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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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if (vec == null) {
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vec = Vector3f.UNIT_Z;
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}
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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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* Sets how much the physics forces in the local x/z plane should be
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* dampened.
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* @param physicsDamping The dampening value, 0 = no dampening, 1 = no external force, default = 0.9
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*/
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public void setPhysicsDamping(float physicsDamping) {
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this.physicsDamping = physicsDamping;
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}
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/**
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* Gets how much the physics forces in the local x/z plane should be
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* dampened.
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*/
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public float getPhysicsDamping() {
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return physicsDamping;
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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 - 0.1f).addLocal(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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* 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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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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return true;
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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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* 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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* 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();
|
|
}
|
|
|
|
/**
|
|
* Updates the local coordinate system from the localForward and localUp
|
|
* vectors, adapts localForward, sets localForwardRotation quaternion to
|
|
* local z-forward rotation.
|
|
*/
|
|
protected void updateLocalCoordinateSystem() {
|
|
//gravity vector has possibly changed, calculate new world forward (UNIT_Z)
|
|
calculateNewForward(localForwardRotation, localForward, localUp);
|
|
localLeft.set(localUp).crossLocal(localForward);
|
|
rigidBody.setPhysicsRotation(localForwardRotation);
|
|
updateLocalViewDirection();
|
|
}
|
|
|
|
/**
|
|
* Updates the local x/z-flattened view direction and the corresponding
|
|
* rotation quaternion for the spatial.
|
|
*/
|
|
protected void updateLocalViewDirection() {
|
|
//update local rotation quaternion to use for view rotation
|
|
localForwardRotation.multLocal(rotatedViewDirection.set(viewDirection));
|
|
calculateNewForward(rotation, rotatedViewDirection, localUp);
|
|
}
|
|
|
|
/**
|
|
* This method works similar to Camera.lookAt but where lookAt sets the
|
|
* priority on the direction, this method sets the priority on the up vector
|
|
* so that the result direction vector and rotation is guaranteed to be
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
@Override
|
|
protected void createSpatialData(Spatial spat) {
|
|
rigidBody.setUserObject(spatial);
|
|
}
|
|
|
|
@Override
|
|
protected void removeSpatialData(Spatial spat) {
|
|
rigidBody.setUserObject(null);
|
|
}
|
|
|
|
@Override
|
|
public Control cloneForSpatial(Spatial spatial) {
|
|
BetterCharacterControl control = new BetterCharacterControl(radius, height, mass);
|
|
control.setJumpForce(jumpForce);
|
|
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));
|
|
oc.write(physicsDamping, "physicsDamping", 0.9f);
|
|
}
|
|
|
|
@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.physicsDamping = in.readFloat("physicsDamping", 0.9f);
|
|
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);
|
|
}
|
|
}
|
|
|