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