You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
181 lines
7.6 KiB
181 lines
7.6 KiB
/*
|
|
* Copyright (c) 2009-2012 jMonkeyEngine
|
|
* All rights reserved.
|
|
*
|
|
* 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.
|
|
*
|
|
* * 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.
|
|
*
|
|
* * 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.
|
|
*
|
|
* 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.helloworld;
|
|
|
|
import com.jme3.app.SimpleApplication;
|
|
import com.jme3.collision.CollisionResult;
|
|
import com.jme3.collision.CollisionResults;
|
|
import com.jme3.font.BitmapText;
|
|
import com.jme3.input.KeyInput;
|
|
import com.jme3.input.MouseInput;
|
|
import com.jme3.input.controls.ActionListener;
|
|
import com.jme3.input.controls.KeyTrigger;
|
|
import com.jme3.input.controls.MouseButtonTrigger;
|
|
import com.jme3.light.DirectionalLight;
|
|
import com.jme3.material.Material;
|
|
import com.jme3.math.ColorRGBA;
|
|
import com.jme3.math.Ray;
|
|
import com.jme3.math.Vector3f;
|
|
import com.jme3.scene.Geometry;
|
|
import com.jme3.scene.Node;
|
|
import com.jme3.scene.Spatial;
|
|
import com.jme3.scene.shape.Box;
|
|
import com.jme3.scene.shape.Sphere;
|
|
|
|
/** Sample 8 - how to let the user pick (select) objects in the scene
|
|
* using the mouse or key presses. Can be used for shooting, opening doors, etc. */
|
|
public class HelloPicking extends SimpleApplication {
|
|
|
|
public static void main(String[] args) {
|
|
HelloPicking app = new HelloPicking();
|
|
app.start();
|
|
}
|
|
private Node shootables;
|
|
private Geometry mark;
|
|
|
|
@Override
|
|
public void simpleInitApp() {
|
|
initCrossHairs(); // a "+" in the middle of the screen to help aiming
|
|
initKeys(); // load custom key mappings
|
|
initMark(); // a red sphere to mark the hit
|
|
|
|
/** create four colored boxes and a floor to shoot at: */
|
|
shootables = new Node("Shootables");
|
|
rootNode.attachChild(shootables);
|
|
shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));
|
|
shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f));
|
|
shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f));
|
|
shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f));
|
|
shootables.attachChild(makeFloor());
|
|
shootables.attachChild(makeCharacter());
|
|
}
|
|
|
|
/** Declaring the "Shoot" action and mapping to its triggers. */
|
|
private void initKeys() {
|
|
inputManager.addMapping("Shoot",
|
|
new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar
|
|
new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click
|
|
inputManager.addListener(actionListener, "Shoot");
|
|
}
|
|
/** Defining the "Shoot" action: Determine what was hit and how to respond. */
|
|
private ActionListener actionListener = new ActionListener() {
|
|
|
|
public void onAction(String name, boolean keyPressed, float tpf) {
|
|
if (name.equals("Shoot") && !keyPressed) {
|
|
// 1. Reset results list.
|
|
CollisionResults results = new CollisionResults();
|
|
// 2. Aim the ray from cam loc to cam direction.
|
|
Ray ray = new Ray(cam.getLocation(), cam.getDirection());
|
|
// 3. Collect intersections between Ray and Shootables in results list.
|
|
shootables.collideWith(ray, results);
|
|
// 4. Print the results
|
|
System.out.println("----- Collisions? " + results.size() + "-----");
|
|
for (int i = 0; i < results.size(); i++) {
|
|
// For each hit, we know distance, impact point, name of geometry.
|
|
float dist = results.getCollision(i).getDistance();
|
|
Vector3f pt = results.getCollision(i).getContactPoint();
|
|
String hit = results.getCollision(i).getGeometry().getName();
|
|
System.out.println("* Collision #" + i);
|
|
System.out.println(" You shot " + hit + " at " + pt + ", " + dist + " wu away.");
|
|
}
|
|
// 5. Use the results (we mark the hit object)
|
|
if (results.size() > 0) {
|
|
// The closest collision point is what was truly hit:
|
|
CollisionResult closest = results.getClosestCollision();
|
|
// Let's interact - we mark the hit with a red dot.
|
|
mark.setLocalTranslation(closest.getContactPoint());
|
|
rootNode.attachChild(mark);
|
|
} else {
|
|
// No hits? Then remove the red mark.
|
|
rootNode.detachChild(mark);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/** A cube object for target practice */
|
|
protected Geometry makeCube(String name, float x, float y, float z) {
|
|
Box box = new Box(1, 1, 1);
|
|
Geometry cube = new Geometry(name, box);
|
|
cube.setLocalTranslation(x, y, z);
|
|
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
|
|
mat1.setColor("Color", ColorRGBA.randomColor());
|
|
cube.setMaterial(mat1);
|
|
return cube;
|
|
}
|
|
|
|
/** A floor to show that the "shot" can go through several objects. */
|
|
protected Geometry makeFloor() {
|
|
Box box = new Box(15, .2f, 15);
|
|
Geometry floor = new Geometry("the Floor", box);
|
|
floor.setLocalTranslation(0, -4, -5);
|
|
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
|
|
mat1.setColor("Color", ColorRGBA.Gray);
|
|
floor.setMaterial(mat1);
|
|
return floor;
|
|
}
|
|
|
|
/** A red ball that marks the last spot that was "hit" by the "shot". */
|
|
protected void initMark() {
|
|
Sphere sphere = new Sphere(30, 30, 0.2f);
|
|
mark = new Geometry("BOOM!", sphere);
|
|
Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
|
|
mark_mat.setColor("Color", ColorRGBA.Red);
|
|
mark.setMaterial(mark_mat);
|
|
}
|
|
|
|
/** A centred plus sign to help the player aim. */
|
|
protected void initCrossHairs() {
|
|
setDisplayStatView(false);
|
|
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
|
|
BitmapText ch = new BitmapText(guiFont, false);
|
|
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
|
|
ch.setText("+"); // crosshairs
|
|
ch.setLocalTranslation( // center
|
|
settings.getWidth() / 2 - ch.getLineWidth()/2, settings.getHeight() / 2 + ch.getLineHeight()/2, 0);
|
|
guiNode.attachChild(ch);
|
|
}
|
|
|
|
protected Spatial makeCharacter() {
|
|
// load a character from jme3test-test-data
|
|
Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
|
|
golem.scale(0.5f);
|
|
golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);
|
|
|
|
// We must add a light to make the model visible
|
|
DirectionalLight sun = new DirectionalLight();
|
|
sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
|
|
golem.addLight(sun);
|
|
return golem;
|
|
}
|
|
}
|
|
|