= terrain_collision
:author:
:revnumber:
:revdate: 2020/07/15
:keywords: terrain, collision



== Terrain Collision

This tutorial expands the HelloTerrain tutorial and makes the terrain solid. You combine what you learned in xref:tutorials:beginner/hello_terrain.adoc[Hello Terrain] and xref:tutorials:beginner/hello_collision.adoc[Hello Collision] and add a CollisionShape to the terrain. The terrain's CollisionShape lets the first-person player (who is also a CollisionShape) collide with the terrain, i.e. walk on it and stand on it.


== Sample Code

[source,java]
----
package jme3test.helloworld;

import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.scene.Node;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import java.util.ArrayList;
import java.util.List;
import jme3tools.converters.ImageToAwt;

/**
 * This demo shows a terrain with collision detection,
 * that you can walk around in with a first-person perspective.
 * This code combines HelloCollision and HelloTerrain.
 */
public class HelloTerrainCollision extends SimpleApplication
        implements ActionListener {

  private BulletAppState bulletAppState;
  private RigidBodyControl landscape;
  private CharacterControl player;
  private Vector3f walkDirection = new Vector3f();
  private boolean left = false, right = false, up = false, down = false;
  private TerrainQuad terrain;
  private Material mat_terrain;

  public static void main(String[] args) {
    HelloTerrainCollision app = new HelloTerrainCollision();
    app.start();
  }

  @Override
  public void simpleInitApp() {
    /** Set up Physics */
    bulletAppState = new BulletAppState();
    stateManager.attach(bulletAppState);
    //Uncomment for debugging.
    //bulletAppState.setDebugEnabled(true);

    flyCam.setMoveSpeed(100);
    setUpKeys();

    /** 1. Create terrain material and load four textures into it. */
    mat_terrain = new Material(assetManager,
            "Common/MatDefs/Terrain/Terrain.j3md");

    /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
    mat_terrain.setTexture("Alpha", assetManager.loadTexture(
            "Textures/Terrain/splat/alphamap.png"));

    /** 1.2) Add GRASS texture into the red layer (Tex1). */
    Texture grass = assetManager.loadTexture(
            "Textures/Terrain/splat/grass.jpg");
    grass.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex1", grass);
    mat_terrain.setFloat("Tex1Scale", 64f);

    /** 1.3) Add DIRT texture into the green layer (Tex2) */
    Texture dirt = assetManager.loadTexture(
            "Textures/Terrain/splat/dirt.jpg");
    dirt.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex2", dirt);
    mat_terrain.setFloat("Tex2Scale", 32f);

    /** 1.4) Add ROAD texture into the blue layer (Tex3) */
    Texture rock = assetManager.loadTexture(
            "Textures/Terrain/splat/road.jpg");
    rock.setWrap(WrapMode.Repeat);
    mat_terrain.setTexture("Tex3", rock);
    mat_terrain.setFloat("Tex3Scale", 128f);

    /** 2. Create the height map */
    AbstractHeightMap heightmap = null;
    Texture heightMapImage = assetManager.loadTexture(
            "Textures/Terrain/splat/mountains512.png");
    heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
    heightmap.load();

    /** 3. We have prepared material and heightmap.
     * Now we create the actual terrain:
     * 3.1) Create a TerrainQuad and name it "my terrain".
     * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
     * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
     * 3.4) As LOD step scale we supply Vector3f(1,1,1).
     * 3.5) We supply the prepared heightmap itself.
     */
    terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());

    /** 4. We give the terrain its material, position & scale it, and attach it. */
    terrain.setMaterial(mat_terrain);
    terrain.setLocalTranslation(0, -100, 0);
    terrain.setLocalScale(2f, 1f, 2f);
    rootNode.attachChild(terrain);

    /** 5. The LOD (level of detail) depends on were the camera is: */
    List<Camera> cameras = new ArrayList<Camera>();
    cameras.add(getCamera());
    TerrainLodControl control = new TerrainLodControl(terrain, cameras);
    terrain.addControl(control);

    /** 6. Add physics: */
    // We set up collision detection for the scene by creating a static
    RigidBodyControl with mass zero.*/
    terrain.addControl(new RigidBodyControl(0));

    /**
     * We set up collision detection for the player by creating
     * a capsule collision shape and a CharacterControl.
     * The CharacterControl offers extra settings for
     * size, stepheight, jumping, falling, and gravity.
     * We also put the player in its starting position.
     */
    CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
    player = new CharacterControl(capsuleShape, 0.05f);
    player.setJumpSpeed(20);
    player.setFallSpeed(30);

    player.setPhysicsLocation(new Vector3f(-10, 10, 10));

    // We attach the scene and the player to the rootnode and the physics space,
    // to make them appear in the game world.
    bulletAppState.getPhysicsSpace().add(terrain);
    bulletAppState.getPhysicsSpace().add(player);

    // You can change the gravity of individual physics objects after they are
    // added to the PhysicsSpace.
    player.setGravity(new Vector3f(0,-30f,0));

  }
  /** We over-write some navigational key mappings here, so we can
   * add physics-controlled walking and jumping: */
  private void setUpKeys() {
    inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
    inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
    inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
    inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
    inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
    inputManager.addListener(this, "Left");
    inputManager.addListener(this, "Right");
    inputManager.addListener(this, "Up");
    inputManager.addListener(this, "Down");
    inputManager.addListener(this, "Jump");
  }

  /** These are our custom actions triggered by key presses.
   * We do not walk yet, we just keep track of the direction the user pressed. */
  public void onAction(String binding, boolean value, float tpf) {
    if (binding.equals("Left")) {
      if (value) { left = true; } else { left = false; }
    } else if (binding.equals("Right")) {
      if (value) { right = true; } else { right = false; }
    } else if (binding.equals("Up")) {
      if (value) { up = true; } else { up = false; }
    } else if (binding.equals("Down")) {
      if (value) { down = true; } else { down = false; }
    } else if (binding.equals("Jump")) {
      player.jump(new Vector3f(0,20f,0));
    }
  }

  /**
   * This is the main event loop--walking happens here.
   * We check in which direction the player is walking by interpreting
   * the camera direction forward (camDir) and to the side (camLeft).
   * The setWalkDirection() command is what lets a physics-controlled player walk.
   * We also make sure here that the camera moves with player.
   */
  @Override
  public void simpleUpdate(float tpf) {
    Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
    Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
    walkDirection.set(0, 0, 0);
    if (left)  { walkDirection.addLocal(camLeft); }
    if (right) { walkDirection.addLocal(camLeft.negate()); }
    if (up)    { walkDirection.addLocal(camDir); }
    if (down)  { walkDirection.addLocal(camDir.negate()); }
    player.setWalkDirection(walkDirection);
    cam.setLocation(player.getPhysicsLocation());
  }
}
----

To try this code, create a `menu:New Project[JME3 > BasicGame]` using the default settings. Paste the sample code over the pregenerated Main.java class. Change the package to '`mygame`' if necessary. Open the `menu:File[Project Properties > Libraries]` and add the `jme3-test-data` library to make certain you have all the files.

Compile and run the code. You should see a terrain. You can use the WASD keys and the mouse to run up and down the hills.


== Understanding the Code


=== The Terrain Code

Read xref:tutorials:beginner/hello_terrain.adoc[Hello Terrain] for details of the following parts that we reuse:

.  The `AbstractHeightMap` is an efficient way to describe the shape of the terrain.
.  The `Terrain.j3md`-based Material and its texture layers let you colorize rocky mountain, grassy valleys, and a paved path criss-crossing over the landscape.
.  The TerrainQuad is the finished `terrain` Spatial that you attach to the rootNode.


=== The Collision Detection Code

Read xref:tutorials:beginner/hello_collision.adoc[Hello Collision] for details of the following parts that we reuse:

.  The `BulletAppState` lines activate physics.
.  The `ActionListener` (`onAction()`) lets you reconfigure the input handling for the first-person player, so it takes collision detection into account.
.  The custom `setUpKeys()` method loads your reconfigured input handlers. They now don't just walk blindly, but calculate the `walkDirection` vector that we need for collision detection.
.  `simpleUpdate()` uses the `walkDirection` vector and makes the character walk, while taking obstacles and solid walls/floor into account.

[source,java]
----
player.setWalkDirection(walkDirection);
----

.  The RigidBodyControl `landscape` is the CollisionShape of the terrain.
.  The physical first-person player is a CapsuleCollisionShape with a CharacterControl.


=== Combining the Two

Here are the changed parts to combine the two:

.  You create a static (zero-mass) RigidBodyControl.
.  Add the control to the `terrain` to make it physical.

[source,java]
----
/** 6. Add physics: */
    terrain.addControl(new RigidBodyControl(0));

----

You attach the `terrain` and the first-person `player` to the rootNode, and to the physics space, to make them appear in the game world.

[source,java]
----

    bulletAppState.getPhysicsSpace().add(terrain);
    bulletAppState.getPhysicsSpace().add(player);

----


== Conclusion

You see that you can combine snippets of sample code (such as HelloTerrain and HelloCollision), and create a new application from it that combines two features into soemthing new.

You should spawn high up in the area and fall down to the map, giving you a few seconds to survey the area.  Then walk around and see how you like the lay of the land.

'''

See also:

*  xref:tutorials:beginner/hello_terrain.adoc[Hello Terrain],
*  xref:jme3/advanced/terrain.adoc[Terrain]
